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Next Life

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Reading Diary

Reading: Playing with fire?
Lecture 7
Week 3

References:

Ames, Iowa. 2014. Life lessons: Children learn aggressive ways of thinking and behaving from violent video games. 24 March. Accessed July 12, 2014. http://www.news.iastate.edu/news/2014/03/24/violentgamesbehavior.

Bushman, Brad J, and Craig A Anderson. 2001. “EFFECTS OF VIOLENT VIDEO GAME SON AGGRESSIVE BEHAVIOR, AGGRESSIVE COGNITION, AGGRESSIVE AFFECT, PHYSIOLOGICAL AROUSAL, AND PROSOCIAL BEHAVIOR: A Meta - Analytic Review of the Scientific Literature.” American Physiological Society (Iowa State University) 12 (5): 353-359.

Irvine, Martha. 2008. Survey: 97 Percent Of Children Play Video Games. 16 Septemver. Accessed July 12, 2014. http://www.huffingtonpost.com/2008/09/16/survey-97-percent-of-chil_n_126948.html.

Norcia, Andrea. 2014. Violent Video Games & Aggressive Behaviors. June. Accessed July 13, 2014. http://www.pamf.org/parenting-teens/general/media-web/violentgames.html.

Thesis:

This thesis is based on the impact of violent usage of video games by individuals which is in relation to one’s aggressive behaviour.

Summary (including in-text reference):

Researchers have conducted examinations on people based on their behaviour whilst making use of violent and non-violent games and their notion sways on both ways. They have come to an idea that it relates to three types of reactions which are cognition, affect and arousal. Cognitive relating to one’s thinking and reasoning is tied to violent game being played.
Frustration can be analysed in individuals even while playing non-violent games like flappy bird for example, a simple game but with high level of frustration created (Bushman and Anderson 2001).

In connection to cognitive behaviour, exciting non-violent games increases arousal creating aggressive thoughts and this encourages long term aggressive knowledge structures. Non-violent games that tend to cause frustration can increase aggressive feelings and thoughts which also indirectly links to cognition (Bushman and Anderson 2001).

One common scenario that was agreed upon by many studies was that long exposure to violent video games with behavioural scripts getting fed into the brain causes aggressiveness. According to a national survey from Pew Internet and American Life Project, they have found that the youth have ingrained video gaming and they not only play by themselves but also spend time face to face. This helps with social interactions (Ames 2014).

Studies have found that 97 percent of the young respondents play videogames in one form or the other making it inevitable for the younger generation to avoid playing video games. By repeatedly practicing aggressive practices of thinking through long term use of violent games seem to create an impact on real world behaviour (Irvine 2008).

Reflection:

Based on the researches and studies made, my reflection was that individuals who are in their teens and even adults tend to get their normal behavioural pattern in reality to be deeply affected by the influence of violent as well as non-violent video games. More and more cases of violent behaviour has been found in teenagers (Norcia 2014).

As mentioned by Douglas, who runs the Media Research Lab where he conducted research on media’s impact on children and adults concludes that not all video games are naturally good or bad just like how any tool can be claimed to be either good or bad (Norcia 2014). For example, an axe can be useful in splitting logs and to lit fire but at the same time it can also be used as a weapon against someone.

What needs to be looked upon to avoid aggressive behaviour and violence is to check the content as they can be excellent educators too. Video games that has a more prosocial content, on the other hand, can help people to be more helpful and cooperative. In conclusion, it all depends on the mindset of the individuals and the surroundings they live in.

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