...Many are quick to judge people who play video games as “violent”. When actually no study has ever shown that these games result in direct violence. It also is not true because video games keep criminals off the street, is an escape for people from the real world, and it actually makes society less violent. Role playing games with simulated violence are diverting for kids. This is why. These video games keep criminals busy when they would usually be breaking the law. Overall crime rate in the US has sharply decreased as video games soar. Criminals will be too busy to go out and commit crimes. A Harvard psychologist Steven Pinker says, “We are actually living in the safest period in the history of history.” Many gamers are using these games...
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...Tuesday, March 25th 2014 The area of interest that I will be looking through is violence and sexism. The object of this focus will be the game “Grand Theft Auto V”. The game is described as an open world, action –adventure video game. The player may use various explosives and firearms to fight enemies including running over people with vehicles (Rockstar North, 2013). The first common sense claim is that the game “normalizes” violence. This means actually leading people to be more violent through desensitization. The second common sense claim is that the game’s depiction of women is misogynistic in nature. Therefore leading people to hate or dislike females through the game’s supposed misogynistic undertones. The game represents various females throughout the game as, strippers, prostitutes, typical “bimbos”, and long-suffering nagging housewives. Our responses to cultural and media influences vary greatly from person to person, and the conditions in which they are encoded in (O'Brien & Szeman, 2014, p. 94). This can lead to varied and different responses from individuals who view the same media or cultural phenomenon (O'Brien & Szeman, 2014, p. 94). With regards to violence in video games and media in general, how many consumers of these types of images and media are actually violent? Millions of people experience games and media like this every day, wouldn’t these millions have a cause to be more violent than a normal person? A dominant-hegemonic (O'Brien & Szeman...
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...Are Video Games Dangerous? Should teens be able to play violent video games? Teens should not be able to play violent video games. Role- playing games with simulated violence are sperilous for kids. If it is study proved that it can cause violence then why are they not illegal, or why do they not have a law that say you have to be a certain age to be able to play violent video games? In the article “Do Games Like ‘Grand Theft Auto V’ Cause Real-World Violence?”. “ In fact numerous studies have been conducted and the results are mixed. Some studies have shown that video games increase aggression.” “ It is possible that someone who plays or buys the violent video game will later go on, to carry out a horrible shooting. Should that happen, it will almost certainly occur in America, which boasts far and away the highest number of mass shootings (and shootings in general) while boasting no higher rate of video game consumption.”...
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...children should not be playing video games that are violent or include simulations of violent activities. A better question to ask would be; “Why not?” There has been plenty of research done on violent video games, and how they relate to violent actions in those who play them. What someone with the right mind would think is, if kids should not be doing violent things in real life, why can they not do it in a world of ones and zeros? People who say, “Violent video games teach kids violent social skills,” and, “Violent video games just make people more violent,” have probably never looked into the topic of violent video games, and the effect they have on people. This is almost a guarantee. In the article, “Shooting in the dark” by Benedict Carey, it states, “A dose of violent video gaming makes people act a little more rudely than they would otherwise, at least for a few minutes after playing.” So really, these people are just trying to make these games seem worse than they actually are....
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...Video Games: Friends or Foes Individual Research Paper JRSB 311: Ethics Fundamentals Online Class Chaitanya Patel March 22, 2013 Table of Contents Introduction 1 Introduction to modern games 1 The history of gaming 2 1976 2 1985 3 Early 1990’s 3 1997 3 Modern gaming 4 Influence of violent games 5 Other Factors 6 Ethics Point of View 9 Government Policy 10 Conclusion 10 References 11 Introduction Introduction to modern games Everyone loves playing games, whether it is a two year old or a 20 year old; it is the kind of game they play is different. The younger generation has turned towards playing video games; with every generation of new graphics card comes out a new level of realism is achieved, and the developer tries to make more games that look like and has feel of a real life. We already spend hours out of our daily routine either killing zombies in walking dead, or killing other people and dealing drugs to become a crime lord in Grand Theft Auto, or sometimes just living a completely different life style in a role playing game like second life and World of Warcraft. We prefer to sit home and play video games rather than go out and play hide and seek. Most of us who are not good at physical sports like soccer or baseball, tries to play and be good at those sports in video games like NBA and Tiger Woods. We try to be a person that we are not or in some cases we cannot be, in video games. Someone tries to live their fantasy of...
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...video games are huge industry. According to the Technology, Entertainment, Design website TED.com more than half a billion people play video games at least an hour a day. Some people agree that video games make kids violent, but there is evidence that they do not. The ways that video games are played cause people to get to know new people and to be happier in certain situations. There are some people with video games to affect them negatively but the majority of players are not violent because of video games. Video games do not make kids violent because they are completely fantasy; they are used as a relaxation tool and also for fun and competition. For thousands of years people have always liked at fantasy to escape from real life. Fantasy had been in different forms like art books movies and other medians as technology improved video games have now become a part of fantasy in people lives. Other forms of fantasy such as movies, and books had violence in them and have not caused people to be violent. Why world video games make people violent? People were always able to recognize that fantasy was not real neither the violence therefore they should be able to make the same distinction with video games. For video gamers games are another world. They are escaping from real life and coming into a place where you can do anything you can't do in real life. Even with so many wonderful thing a gasket can do and how much time you spend you still realized that it is not real it really...
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...But not all gamers are like this some of us are sophisticated and have lives rather than not talking to anyone. What people say about the gaming industry and about gamers are wrong most of the time. Some of these are just plain wrong. Gamers and violence: Ever since a violent game has been around there have been people who are trying to put them down and cause controversy over the amount of violence in the video games. The papers have blamed many accidents caused by children or teenagers on them being able to play violent games. Many of these include, anger from call of duty competitiveness as well as more dangerous ones like shooting and robbing shops due to some effects of gta (grand theft auto) .These are of course due to speculation the papers have no proof that this is the case they say that games are the problem when they are not the problem it is mostly due to the fact that the children have access to a gun in the first place or their parents our bringing them up in a rough way or getting peer pressured into doing theses certain acts. This is a prime example of the papers speculating: The study is called “violent video games do not cause teens to become aggressive” ‘An 8-year-old in Louisiana shot and killed his grandmother. The incident has sparked new flames in the ongoing U.S. gun control debate, but the familiar scapegoat of violence in video games is also being connected to the murder.’ ‘With the release of Grand Theft Auto V, discussions of the...
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...Bad Behavior cannot be Blamed on Video Games Fred Smith University of Tennessee Abstract For years, concerned citizens, policy makers and parents have thought that violence in the media and now violent video games are one of the main contributing factors to aggressive and violent behavior in some of our society’s teenagers. Past studies have indicated a link between these video games and aggressive behavior. Yet, as video games sales sore to new heights, violent crime committed by our youth is decreasing. Empirical evidence along with some recent studies shows that there is not a link between the two. It is more likely that aggressive teenagers are drawn to violent video games than violent video games are causing teenagers to be aggressive. Bad Behavior cannot be Blamed on Video Games How times have changed. Imagine coming home from work on a Friday evening after a very long week to the sounds of boys wrestling in your living room. They are screaming and yelling at the top of their lungs, all at the same time. You hear things like “hit him”, “watch out”, “get over here”, “jump on him” and “get him”. You quickly make your way to the living room to see five nearly motionless teenagers wearing headsets and microphones. Two of them are sitting on the couch with their laptops on the coffee table. One is in the far corner in a rocking chair using a TV tray. The last two are set up of the card table...
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...Violence in Media As young adults, we experience the exposure of violence in all mediums of communication, such as TV shows, movies, video games, and music lyrics. We may have stopped counting how many crime investigation shows are in primetime or how many ways of killing people are in the Saw series. We just keep consuming those materials and even look for more violence as excitement. As we become so obsessed with the genre, we may have forgotten the importance of awareness to the issue. Statistics give us a better idea about the big picture. According to Media Education Foundation, researches indicate that about 89 percent of the top-selling video games contained violent content, almost half of which was of a serious nature. Two-thirds of Hollywood films released in 2001 were rated “R.” (Media Violence Facts, 2005) In September 2000, Federal Trade Commission (FTC) reported that 80 percent of “R” rated movies, 70 percent of restricted video games, and 100 percent of music with “explicit content” warning labels were being marketed to children under 17. With this amount of exposure, researchers estimated that by the time the average child is eighteen years old, they will have witnessed 200,000 acts of violence and 16,000 murders. (TV-Turnoff Network, 2001) Those numbers reminds us to think about the issue. Is it too much? What effect does it have on our life, especially for children and adolescents? As we are still looking for the correct answers, multiple cases have showed...
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...EFFECTS OF COMPUTER GAMING ON NEUST STUDENTS’ IN CABANATUAN CITY 1. FOREWORD ....................................................................................................................................................................... 3 2. INTRODUCTION ....................................................................................................................................................................... 4 2.1. THE REPORT ....................................................................................................................................................................... 5 2.2. BACKGROUND ....................................................................................................................................................................... 5 3. RESEARCH DIRECTIONS ....................................................................................................................................................................... 8 3.1. ACTIVE USER PERSPECTIVES ....................................................................................................................................................................... 9 3.1.1. Important studies ..................................................................................................................................................................... 11 3.1.2. Problems with the Active User perspective ............................................
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...What about Violence in Movies? Manabu Ozawa from Japan |[pic] | | |PHOTO BY THOMAS PETERS | | |"Action movies with violence take heat from adults who blame | | |them for real life violence because they are closer to reality | | |than other movies." | | "The question whether movie violence should be regulated or not is a difficult and complicated matter." Although many people criticize violent movies, if there is a movie which does not contain sex and violence, who will go to see that movie? Most major movies, such as "Lethal Weapon", "Die Hard", and "Independence Day", were really popular in spite of the fact that the "good guy" killed more people than the "bad guy" did. In my opinion, Hollywood tends to produce few kinds of movies--action, panic, love story, and comedy. Whenever I watch a movie or a video, there is at least one murder in each movie. The biggest number of deaths are in the panic movies, in my opinion. Action movies with violence take heat from adults who blame them for real life violence because they are closer to reality than other movies. For example, in "Natural Born Killers" we can see around 50 deaths, whereas in "Independence Day" thousands of people die. In both movies, tons of people are killed, though the ways to kill are different. The big difference between them is about reality. |[pic] ...
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...Then taking a decidedly tactic turn into the economic questions and considerations, exploring the aspects of economic growth, prediction of future growth in the industry, as well as showing there is a consistency in the overall economy of this industry, and then traveling into the various changes this specialty has changed the economy as a whole. Continuing further we explore the psychological considerations and sociological effects of this industry, summarizing that it all comes down to personal responsibility and accountability when it comes to making choices in any and all things in life. Furthermore, the topic of violence in video games and the tendencies they create, plus the ever continuing debate this topic will forever have shrouded around it, gets a dose of reality. Admitting gaming addiction and denying a link to increased aggression due to video games is also pondered. The next section after this is all about the technology we so love and admire as a society in all its cultural glorified context and media influence, proving that there is true and absolute value in utilizing this awesome tool we have available. This is resolutely followed with analyzing technology based strategies, and then reviewing the impact on this industry the media, in general, has had, plus further highlighting awareness and knowledge. Continuing on we analyze the...
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...The Benefits of Playing Video Games Isabela Granic, Adam Lobel, and Rutger C. M. E. Engels Radboud University Nijmegen Video games are a ubiquitous part of almost all children’s and adolescents’ lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of “gaming” has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored...
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...MANAGING CRIME AND QUALITY OF LIFE USING COMPSTAT: SPECIFIC ISSUES IN IMPLEMENTATION AND PRACTICE By Dr. Vincent E. Henry* I. INTRODUCTION The highly effective management model or paradigm that has come to be known as Compstat was first developed within the New York Police Department in 1994 as a process for managing crime and quality of life in New York City. Compstat was developed in response to a very specific set of immediate needs confronting the NYPD at that time: the compelling need to bring spiralling rates of crime and disorder to within manageable bounds and to refocus the NYPD on its primary mission of effectively ensuring public safety by reducing crime and violence. Since its introduction in early 1994, Compstat has proven to be highly effective in achieving the goals for which it was initially intended. Over time it has also evolved and grown from a basic and fairly rudimentary process involving the collection and analysis of crime data as well as a mechanism for ensuring accountability and information-sharing into a more complex, more nuanced, and eminently more effective management paradigm. As Compstat grew and changed over time, so too did the issues and problems challenging the NYPD. As crime and public disorder offences declined to within more manageable limits, the agency had the luxury of turning its attention to a range of other management problems and issues. While reducing crime and disorder and increasing public safety have never lost their prominence...
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...Music Journal Table of Contents 1-4 1. Two Trains Running................................................................………...5 2. Almost Lost My Mind.............................................................................5 3. Do You Love Me....................................................................................6 4. One Fine Day ..............................................................................................6 5. Fingertips (Part 2)..........................................................................................7 6.Mona Lisa……………………...........................................................................7 7. Shop Around......................................................................................................8 8. Please Mr. Postman...........................................................................................8 9. Save the Last Dance for Me...............................................................................9 10. Hello Stranger.....................................................................................................9 11. I Can’t Help Myself (Sugar Pie Hunny Bunch)..............................................9,10 12. Stop! in the Name of Love..................................................................10 13. Love Don’t Love Nobody..................................................................................10,11 14. You Can't...
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