...will talking to you about age restrictions in violent video games, and why they should be raised. After students Dylan Klebold and Eric Harris opened fire in their Colorado high school in 1999 -- shooting 20 people and killing 13 -- Linda Sanders filed a lawsuit. Her husband was a teacher at Columbine and among the dead. The media revealed that Harris and Klebold played a lot of violent video games, including "Wolfenstein 3D," "Doom," and "Mortal Kombat." Linda Sanders named multiple video game publishers, including Sony and Nintendo, in the suit as well as Time Warner and Palm Pictures since the shooters had apparently watched "The Basketball Diaries," in which a character uses a shotgun to kill students at his high school. In today's ultra-violent media world, it appears there's plenty of blame to go around. But is it legitimate? As of 2001, roughly 79 percent of America's youth played video games, many of them for at least eight hours a week Beyond the obvious issues of concern, like "what happened to riding bikes around the neighborhood," there are bigger questions. Many people wonder how this type of exposure to violence as an adolescent effects social behavior. The rise in dramatically violent shootings by teenagers, many of whom apparently play violent video games, is helping the argument that video game violence translates into real-world situations. But other people aren't convinced and insist that video games are a scapegoat for a shocking social trend that has people...
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...Brain Sci. 2012, 2, 347-374; doi:10.3390/brainsci2030347 OPEN ACCESS brain sciences ISSN 2076-3425 www.mdpi.com/journal/brainsci/ Review Internet and Gaming Addiction: A Systematic Literature Review of Neuroimaging Studies Daria J. Kuss * and Mark D. Griffiths International Gaming Research Unit, Nottingham Trent University, Nottingham NG1 4BU, UK; E-Mail: mark.griffiths@ntu.ac.uk * Author to whom correspondence should be addressed; E-Mail: daria.kuss@ntu.ac.uk; Tel.: +44-789-111-94-90. Received: 28 June 2012; in revised form: 24 August 2012 / Accepted: 28 August 2012 / Published: 5 September 2012 Abstract: In the past decade, research has accumulated suggesting that excessive Internet use can lead to the development of a behavioral addiction. Internet addiction has been considered as a serious threat to mental health and the excessive use of the Internet has been linked to a variety of negative psychosocial consequences. The aim of this review is to identify all empirical studies to date that used neuroimaging techniques to shed light upon the emerging mental health problem of Internet and gaming addiction from a neuroscientific perspective. Neuroimaging studies offer an advantage over traditional survey and behavioral research because with this method, it is possible to distinguish particular brain areas that are involved in the development and maintenance of addiction. A systematic literature search was conducted, identifying 18 studies. These studies...
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...Importance of Eduactional Games According to AJ Martin (July 13, 2013) in his case study entitled “Video Games as a Part of Life” he stated that, “Some parents see video games as a brain-damaging waste of time, but recent studies show the opposite, video games help people, no wonder why they use it for rehab, training and just plain fun. It’s no secret that the Philippines is addicted to video games, in fact if you’re in a city in the Philippines, you can find an internet cafe within walking distance, and if you enter that internet cafe, there are bound to be teenagers there playing DotA or Counter-Strike or some other game. This isn’t a bad thing because it develops friendship, teamwork and the ability to socialize. According to Jason B. Almonte (June 22, 2011) in his case study entitled “Implementation of a digital game-based learning environment for elementary Education” he stated that, “Video games have gained high popularity nowadays that researchers have taken an interest in its use as an educational medium. Based on previous studies on educational game development, the project has developed video games for mobile handheld devices that cover Grade 6 Philippine Educational System Science curriculum topics. It aims to serve as a supplement to the student to further augment what they have learned inside the classroom and be able to use it in practical applications. It aims to offer aid for topics that are difficult to learn by students or difficult to teach for educators...
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...video games. As individuals in society display more aggressive behaviours in everyday life, researchers have endeavoured to identify the extent of how much violence portrayed in the media affects an individual’s thought, feelings and behaviours. While there is still debate as to whether there is a casual link between media and aggression, or that engaging with it maybe be cathartic, it has become evident that exposure to violence portrayed in the media can have short-term and long-term effects. This literature report will concentrate on reports and research focused on the influence of different types of media on aggression and the levels that these can be interpreted psychologically. Influences of Different Media on Aggression Exposure to violent media and the effect that this can have on an individual has been a topic that has interested researchers and society alike for decades. The likelihood of aggressive behaviour, thoughts and emotions is increased with short-term exposure to violent video games and films. (MVC 2012:337; Anderson 2004:2). Reasons provided for this increase by the Media Violence Commission (2012:337-8) and Myers (2013:378) is neural processes known as priming and mimicry. Priming is a concept in which images can activate thoughts and behaviours. With this theory in mind, when a person is exposed to violent scenes in the media and video games this can trigger aggressive behaviours, feelings and thoughts. For example, after playing a video game where...
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...In recent decades there has been a growing concern among researchers, parents, and the public in general that violent interactive media may incite violence in teens and young adults. Particularly, it has been suggested that violent video games may condition a person to commit atrocities. It's not unreasonable to suspect a correlation between the exposure to violent media and the eventual enactment of violent crime; however, much consideration of variables such as mental illness, physical and mental abuse, and any other variables that would cause an individual to have a predisposition to violence must be done if any position or perspective is to be gained on the issue. A case that has been the center of much controversy regarding video games...
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... you ever heard of mind games before? We are not talking about brain teasers or the John Lennon song, we’re talking about psychological games that almost everyone plays among each other all the time. You may ask your self, why do we play games? We humans are curios about surrounding and environment, playing games that engage and challenge our curiosity makes us feel more aware brain power, and that in itself gives us a sensation unmatched and our activities. Games usually seek out stimuli just slightly more complex than their preferred level of stimulation and eventually games provide that sort of stimulation. They also help the mind develop by teaching cooperation and competition, exploration, and invention. Mind Games: Definition Mind games or brain games are activities that are fun but challenge your brain. Games that make you think, strategize, and remember information, are all games that will help train your mind. In fact, many of these basic characteristics are what you find in many of the games you already play. Moreover, mind games are psychologically manipulative and deceptive practice intended to deceive or confused somebody. The purpose of these games is to improve your memory, thinking, reaction time, and cognitive ability. These games are especially important ...
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...Literature Review on Autism Wilfredo Garcia Table of Contents Abstract 3 Autism 4 Videogames and young people with Developmental disorders 10 Funding of Applied Behavior Analysis 11 Executive function in individuals with sub threshold Autism traits 12 Conclusion 14 References 15 Abstract The increasing number of individuals with Learning Disabilities (LD) and psychiatric disorders presents a key challenge to their assessment and treatment in mental health services. Children and young people with LD are more likely to experience mental health than the general population (Allington-Smith, 2006). There is a close relationship between autism spectrum disorder and learning disability. Epidemiological studies suggest that autism is more frequent in people with LD, nearly 40% of people with LD also have autism on the other hand, and nearly 70% of people with autism also have LD (La Mafa, 2004). The strong association between autism and LD (Bradley, 2004) also associates an increased risk of mental health problems. It is suggested that adults with LD and autism spectrum disorder (ASD) may experience symptoms of anxiety at a greater level than the general population; however, this requires more conclusive evidence in relation to the prevalence of anxiety disorders in adults with LD and autism. ...
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...Computer Game Addiction Stats and Research * Personality traits like trait anxiety, sensation seeking, neuroticism, and aggression appear to be related to the development of gaming addiction. Mehroof, M et al. (2010). Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychology, Behavior, and Social Networking, 13, 313-316. * Regions of the brain associated with cravings in substance abuse also appear to be activated in gaming addicts when they view images of video games. Ko, C. et al. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal or Psychiatric Research, 43, 739-747. * There is a difference between "excessive gaming" and "addictive gaming". Two gamers may play for an identical number of hours each day, but their psychological motivation and the meaning that gaming has within their lives can be very different. Gaming addiction should be defined by how much the game negatively impacts others areas of life, not by how much time is spent playing. Griffiths, M et al. (2010). The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8, 119-125. * In a volunteer sample, 41% of online gamers acknowledged that they use gaming as an escape. In the same sample, 7% were viewed as "dependent". These gamers possessed several behavioral attributes that...
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...Hayes 1 Kimberly Hayes GLS 502-800 Ashley Hudson April 23, 2013 Video Games: An Innovative Approach to Education Ten years ago, I’d have scoffed if I heard video games and education used in the same sentence, and I know a lot of other parents who would still have a similar reaction. In more recent years, however, I’ve been forced to change my opinion, and the person who influenced the change the most is, of all people, my children’s pediatrician, Dr. Jim Poole, the founder of Growing Child Pediatrics in Wake Forest, N.C. Having two children with Attention Deficit Hyperactivity Disorder (ADHD) isn’t easy in the educational environment present in schools today, and through Dr. Poole’s work with my children, I have come to understand that the reason for the difficulty is that traditional curriculums that teachers have to work with aren’t flexible enough to allow them to tailor to children with learning differences. So what does this have to do with video games? A LOT. Video games have the potential to break down educational barriers that exist in the traditional classroom by providing alternative learning approaches that cater to kids with ADHD and other learning differences, and by building cognitive skills that can help all children succeed in the classroom. When I first discovered that my oldest child might have ADHD from his eighth grade teachers, they all told me that he needed medication before entering high school. I didn’t like the idea of medicating my child, so I began...
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...Causal Analysis Essay Brigette Sears Engl 101 XBox 360 and other electronics and social media are raising our children. Todays children spend so much time playing video games, surfing the net and ‘playing’ on social media, they lack many of the normal developmental aspects that are needed for appropriate entry into society. On the contrary, children that are spending more time on video games are becoming anti-social in the best case, and in the worst case, violent. I believe that it is important to actively raise children with parental love and Gods moral compass. Children today spend a large amount of time on the internet, social media, and game playing. This is a distinct difference from what has happened a generation ago. “Young people now devote an average of seven hours and 38 minutes to daily media use, or about 53 hours a week -- more than a full-time job -- according to Kaiser Family Foundation”. (Rubin) In previous generations, without internet, children would go out and play with one another. Riding bikes, playing hide and seek or just being outside was the norm when the previous generation was young. Bonnie Miller Rubin states in her LA Times article that children are spending more time inside. They are playing video games and not going outside at all. It is a major problem with the kids of all ages. It is usually video games with younger children. She also says that the problem persists with older children as well. Older kids are using their...
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...Reflections of Concussions Doctor Omalu studied the lethal form of illness in the brains of former football players, and how they have already turned into a long and painful fight. Omalu was a black man and also an immigrant. NFL coaches were so in denial of the situations that were being discussed. This is a terrifying implication on concussions. Omalu work on Chronic Traumatic Encephalopathy also known as CTE. This movie “ concussion” is spiritually and emotionally accurate all the way through. This is the best study that we have on NFL players and mortality, yet its findings never seem to enter public consciousness. The simple truth, that former players aren’t dying, that in lots of ways they’re much healthier than you or me , smacks against...
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...Children, Wired: For Better and for Worse Daphne Bavelier,1,* C. Shawn Green,2 and Matthew W.G. Dye3 of Brain and Cognitive Sciences, University of Rochester, Rochester, NY 14627, USA of Psychology, Center for Cognitive Sciences, University of Minnesota, Minneapolis, MN 55455, USA 3Beckman Institute for Advanced Science and Technology, University of Illinois at Urbana-Champaign, Urbana, IL 61801, USA *Correspondence: daphne@bcs.rochester.edu DOI 10.1016/j.neuron.2010.08.035 2Department 1Department Children encounter technology constantly at home and in school. Television, DVDs, video games, the Internet, and smart phones all play a formative role in children’s development. The term ‘‘technology’’ subsumes a large variety of somewhat independent items, and it is no surprise that current research indicates causes for both optimism and concern depending upon the content of the technology, the context in which the technology immerses the user, and the user’s developmental stage. Furthermore, because the field is still in its infancy, results can be surprising: video games designed to be reasonably mindless result in widespread enhancements of various abilities, acting, we will argue, as exemplary learning tools. Counterintuitive outcomes like these, besides being practically relevant, challenge and eventually lead to refinement of theories concerning fundamental principles of brain plasticity and learning. Introduction It is Monday morning at 7:58 a.m. when John enters the building...
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...National Capital Region Division of City Schools KASARINLAN HIGH SCHOOL Caloocan City “Our goal is perfection, excellence will be tolerated” National Capital Region Division of City Schools KASARINLAN HIGH SCHOOL Caloocan City “Our goal is perfection, excellence will be tolerated” INVESTIGATORY RESEARCH / PROJECT Dealing with Benefits of Computer Games for Children, Students and Adults within Brgy. 28 In partial fulfilment of the subject requirement In ENGL 1023, Writing in Discipline Submitted by: Jerico L. Montifar Ivan Floralde Robert Ace Apalin Francis Angel Leian Dela Cruz BSCE I-I Submitted to: Miss Jinky De Jesus English Professor / IR / IP Adviser 11 March 2016 Friday Acknowledgment We would like to express my special thanks of gratitude to my teacher Ms.Jinky De Jesus who gave us the golden opportunity to do this wonderful project on the topic ---, which also helped me in doing a lot of Research and came to know about so many new things and opened my eyes on a lot of wonderful exciting and refreshing details about our topic. Secondly we would also like to thank our parents and companions who helped us in compiling and finalizing this project within the limited time frame. They also supported us financially and morally for us to finish this project. Without them, this will be a total failure. We would also like to thank everybody who contributed to our success and thank the people we interviewed for sparing some...
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...Rita’s College of Balingasag Balingasag, Misamis Oriental Basic Education Department School Year 2013-2014 TERM PAPER “An analysis on the advantages and disadvantages of playing computer games or online gaming” August 19, 2013 Presented by: Rey Pahunang Presented to: Ms. Michelle Odchigue Introduction Playing game is a natural part of growing up. It is one way that person can learn to socialize and compete. Computer and online games , in most instances are no more dangerous than other games that people plays. But sometimes computer and online games become more than just play. They become an addiction and when they become in addiction teenagers psychological and physical well being may be in danger. Addiction to computer and online games is a real and growing problem. It affects both kids and adults specially teenagers. Often the most addictive games are the online multi-player game they include role playing and endless of achievements and an IM or a chat function. Groups of players play and chats online, creating a fantasy world that provides an escape from real life. Kids can get caught up in this fantasy world to the exclusion of their real life responsibilities. Playing online games is an innocent hobby that can become a pathological behavioral problem, in which playing games becomes more important than other aspects of life. Addicted teenagers spend hours on the computer to the exclusion of other activities. They...
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...Name Professor Course Name Date Research Paper Outline Video Games Promote Violent Behaviour in Boys 1) Introduction a. Thesis: Video games promote violent behavior in boys b. Prevalence of violence attributed to video games c. Proportion of boys who are chronic video gamers 2) What is known about violence and video games d. Relationship between video games and aggression e. How video games affect the brain f. How video games have contributed to school shootings g. Other moral concerns concerning video games that promote violence 3) What is not known about video games and violence 4) How to address the problem h. Minor's access to the video games/content i. Other approaches to address the problem 5) Conclusion Video Games Promote Aggressive Behavior in Boys Video games have become an acceptable alternative of leisure, especially with the boys. The video gaming industry has been defined by robust growth over the last decade to a point it has now become an acceptable norm in the society. It is purported to be one of the major gross earner industry racking about 87 billion in 2012 (Robinson 414). Major players within the industry release numerous graphic video games into the market to garner a large customer niche. With advances in technology so does the content in most games become more realistic. This trend worries most social players ranging from parents, teachers, legislators...
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