...Video Games and Youth Aggression Reuben Steele Post University Abstract Due to technology advances, video games are becoming more graphically violent these days. Maybe we ask ourselves, is this the reason our youth are becoming more violent and aggressive? Some say that it’s not the video games that cause the aggression, but more of the individual. Our youth are more susceptible to influence, and violent video games are one of the many influences that promotes aggression. Parents/guardians are allowing the youth to purchase and play the games and the distributors are selling the games to minors when there are guidelines that need to be followed. Video Games and Youth Aggression Today in age, we are facing a rising epidemic. Youth aggression (violence) is constantly on the news and radio. What is the cause of this epidemic? Some say it is the music we listen to; others say it is what we watch on TV. And movies, but lately it is something that our youth is becoming more and more active in, video games. Video game over the years has become more violent and aggressive due to the advances in technology. It has come to the point where children can become more physical with the games that are out today. What does this say about how video gaming affecting our youth’s aggression? It is saying that our youth (mainly boys ages 10- 16) are easily influenced by violent acts that are displayed in video games and that what they see is what want to imitate (Punam¨aki, R., Rimpel¨a...
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...Do Violent Video Games Lead to Real World Violence? ABSTRACT As our society becomes more reliant on technology and the mass media, the notion that the media may have a profound influence on people has become more prevalent. Research into Media Violence and its effects on values, beliefs and behaviour has been well documented over the past 50 years. This systematic review, looking at both research reports and other relevant literature relating to the topic explores whether or not violent video games lead to real world violence. This topic has been selected due to the unique participatory nature of this type of media. The review demonstrates the inconclusive nature of the research on this topic. It focuses on the short term and long term effects possible while also investigating the need to consider alternate explanations to violent behaviour in children and youth. The review concludes with suggestions for further research. SYSTEMATIC REVIEW Children spend an increasing amount of time playing video games with the majority of them violent in nature (Huesmann, 2007). Players participate in and create the violence, often receiving reward for their violent behaviors rather than negative consequences (Funk, Baldacci, Pasold & Baumgardner, 2004). The area of violent video games in regards to Media Violence is relatively new with somewhat limited research as video games have only been available to the general population since the 1980s. It is however in...
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...Media Violence as an Instigator of Aggression and Violence You are what you watch. Easy to say, and not too difficult to imagine either. A little over a decade ago, two boys who later became household names in America, Eric Harris and Dylan Klebold walked into Columbine High School in Colorado and went on a mass murdering spree where they killed 12 students, 1 teacher and injured 23 others before shooting themselves. While their motives behind doing so can not be ascertained, one possible contributing element which did surface was the influence of violent video games. At the risk of oversimplifying what is possibly a complex psychological mindfield, Harris and Klebold did enjoy playing a game called Doom, which is licensed by the American military for the purpose of training soldiers to kill effectively. Harris had customized his own version of this game and put it up on his website, which was later tracked by The Simon Wisenthal Center. This version of the game had two shooters with an unlimited supply of weapons and ammunition, and their targets lacked the ability to retaliate. A class project required them to make a video of themselves similar to the game, and in it, they dressed in trench coats, armed with weapons, and conduct the massacre of school athletes. Less than one year had gone by when Harris and Klebold played their videotape out, in real life, and became the protagonists of the deadliest high school shooting in U.S. history (Anderson & Dill 772). ...
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...Through the years, video games have become a daily routine for many teenagers, college kids, and even adults. Many of the first videos games such as, Tennis for Two and, SpaceWar, all were very simple. Each generation of games always uses the newest technologies available, leading to more impressive graphics and realism. Along with these new technologies come more realistic violent acts and situations. Also with each new generation of video games, people are spending more time and money on them. In this article the term video games will be used to define any interactive multimedia in which the human game player has control over the main "character" in a simulated game world. This can include all types of video games such as those played on...
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...Impact of Video Games on Aggression, Pro-social Behavior, and Academic Performance Name: Institution: For the many past years, the video gaming industry has dominated in sales and use on a global scale. For instance, the annual sales of video games in the US had exceeded over $18.8 billion in 2007 (Greitemeyer, Agthe, Turner, & Gschwendtner, 2012). In addition, the research study by Greitmeyer et al., (2012) pointed out that the most prevalent age group that played video games ranged between 12 and 17 years. The frequency of video game play is high in this age group, which raises concerns on the overall impact of video game use on teenagers. According to Willoughby, Adachi, and Good (2012), a research study conducted revealed that 31% of teenagers in a survey played video games on a daily basis while 21% played two to 5 days in a week. Research studies have indicated that the continuous use of video games may lead to undesirable effects on the video game users. While opponents of this theory refute the claim citing that video games enhance personal development in terms of improving critical thinking skills, proponents have supported this claim by providing different theoretical perspectives and research findings that indicate that video games, indeed, cause negative effects such as sleep abnormalities, aggression, reduced pro-social behavior, depression, and low academic performance. This essay will try to establish the link between violent video games and increased...
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...Impact of Video Games on Aggression, Pro-social Behavior, and Academic Performance Name: Institution: For the many past years, the video gaming industry has dominated in sales and use on a global scale. For instance, the annual sales of video games in the US had exceeded over $18.8 billion in 2007 (Greitemeyer, Agthe, Turner, & Gschwendtner, 2012). In addition, the research study by Greitmeyer et al., (2012) pointed out that the most prevalent age group that played video games ranged between 12 and 17 years. The frequency of video game play is high in this age group, which raises concerns on the overall impact of video game use on teenagers. According to Willoughby, Adachi, and Good (2012), a research study conducted revealed that 31% of teenagers in a survey played video games on a daily basis while 21% played two to 5 days in a week. Research studies have indicated that the continuous use of video games may lead to undesirable effects on the video game users. While opponents of this theory refute the claim citing that video games enhance personal development in terms of improving critical thinking skills, proponents have supported this claim by providing different theoretical perspectives and research findings that indicate that video games, indeed, cause negative effects such as sleep abnormalities, aggression, reduced pro-social behavior, depression, and low academic performance. This essay will try to establish the link between violent video games and...
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...Nelson Bryant & amp; Stratton Introduction I want to introduce you to the world of video games and the power that it seems to possess. I will explore effects of violent video games, the addictive behavior it may cause, and how these behaviors have affected the youth of today. Then there are those who find video games to be a form of great entertainment. One professor states, ''Art has always been dangerous. It's not supposed to just reinforce happy ideals. It's supposed to be challenging.'' (Bogost, 2007, ¶ 14). History The history of video games in this country goes beyond what we as society could have imagined. I remember as child in 1988, begging my sister to let me play Pac-Man on her Atari Game System. The feeling of playing this game with colors and artistic structure that I had never encountered. Many years later I was introduced to a more futuristic video game system Nintendo. This gaming system offered educational and interactive cartridges that offered you a sense of control. But this is what video games have offered us since its patent in 1947. From a social aspect the controversy that surrounds games was developed due to censorship, violence, sexual refrains, profanity and drug distribution. Let’s explore the positives and the negatives of video games. Affirmative In 2003, video teaching systems were developed and referred to as serious games. These games were used by teachers to educate and give instruction to what is called the “Net Generation”...
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...Impact of Video Games on Aggression, Pro-social Behavior, and Academic Performance Name: Institution: For the many past years, the video gaming industry has dominated in sales and use on a global scale. For instance, the annual sales of video games in the US had exceeded over $18.8 billion in 2007 (Greitemeyer, Agthe, Turner, & Gschwendtner, 2012). In addition, the research study by Greitmeyer et al., (2012) pointed out that the most prevalent age group that played video games ranged between 12 and 17 years. The frequency of video game play is high in this age group, which raises concerns on the overall impact of video game use on teenagers. According to Willoughby, Adachi, and Good (2012), a research study conducted revealed that 31% of teenagers in a survey played video games on a daily basis while 21% played two to 5 days in a week. Research studies have indicated that the continuous use of video games may lead to undesirable effects on the video game users. While opponents of this theory refute the claim citing that video games enhance personal development in terms of improving critical thinking skills, proponents have supported this claim by providing different theoretical perspectives and research findings that indicate that video games, indeed, cause negative effects such as sleep abnormalities, aggression, reduced pro-social behavior, depression, and low academic performance. This essay will try to establish the link between violent video games and increased...
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...The Negative Aspects of Multi Media Katie McMullin Breckinridge School of Nursing The Negative Aspects of Social Media The influence of media on children today is profound. Today’s society is dependent upon multimedia daily. Media comes in many forms such as television, internet, video games and music videos. It effects children in many ways and has been known to cause depression, aggression, isolation and nutrition deficiency. Advertisements influence how our children preserve themselves and make them susceptible to alcohol, smoking and sex. The negative aspects of multimedia have left our children without the proper tools to live life without electronics. This leaves our youth not having the skills to communicate face to face without Discomfort, anxiety. Depression, aggression, and the feeling of isolation. Television Television has the potential to be beneficial or harmful to children. The benefits to watching TV is that there are educational shows such as Animal Planet, documentaries and some educational cartoons. For these purposes the TV can aid in the development of our children but where do the parents draw the line? TV is not being watched for beneficial purposes and turn into a negative aspect in our children’s lives. It has been shown that people have little brain activity while they are watching TV. According to The Journal of Cognitive Liberties “For a brain to comprehend and communicate complex meaning, it must be in a state of “chaotic disequilibrium...
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...“Effects of Violent Video Games and Media on Aggressive Behavior” Gabin ,Pauline Palma, Keirsha Jhoanne J. Perona, Jerril A. Ramirez, Ma. Bernadette Riverside College Inc. Computer 2: Internet Research January 9, 2015 RESEARCH PAPER APPROVAL In partial fulfilment of the requirements for Computer 2 - Internet Research, this research paper entitled “Effects of Violent Video Games and Media on Aggressive Behavior” with the following subtitles: 1. What are the elements that provoke the child to take interest in violent media and games? 2. Does playing and watching anything remotely violent really affect a child’s behavior? 3. What is the behavioral result if the child is exposed to violent entertainment? 4. In what aspects can a child be able to stop his aggressive behavior? 5. What measures does the media industry have to do in order to put a stop to this? Has been prepared and submitted by Perona, Jerril A. Palma, Keirsha J. Gabin, Pauline C. Ramirez, Bernadette G. APPROVED BY: Mrs. Maritess Pomada January 9, 2015Coordinator, Psychology Department | Introduction “Effects of Violent Video Games and Media on Aggressive Behavior” It’s not a new issue – in the 1950s, psychiatrist Fredric Wertham wrote a book called “Seduction of the Innocent”, which claimed that comic books were unnecessarily exposing children to violence and causing them to become delinquent. Although Wertham’s methods...
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...Video games, allegedly responsible for a tragedy. It is no secret that in recent times there has been a substantial increase in criminal activity , which has radically changed the lifestyle of people , even causing them vulnerable even in places that were considered safe in the past. Like any tragic event you try to find a suspect of the unfortunate events that have taken the lives of thousands of people in the United States , though such a search has no reason to be as real culprit lies in the eyes of all , this is an industry that moves dividends million a year , this is the game industry . Based on a series of scientific studies conducted by several universities , it is confirmed that there is a direct relationship between prolonged use of video games and aggressive behaviors in players . An immoderate exposure to this type of entertainment causes direct damage to the central nervous system, causing the individual to present a state of anxiety. There is a directly proportional correlation between the use of video games and an increase in the consumption of alcohol and drugs in young people aged 13-17 years. Additionally users become more frivolous in their interpersonal relationships , and although this type of entertainment does not promote isolation, if ideologically influence the player , making images witnessed remain in the subconscious and therefore intends to recreate them later. It is for this reason that it is intended to show the evidence that confirms the claims...
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...Video Game Violence and the Developing Mind Ripping the spine from a headless combatant, murdering hookers to reclaim money, riddling demons with countless rounds only to be rewarded with buckets of blood… these were all staples of my childhood and that of the many schoolchildren who ever pick up a video game controller. According to the National Coalition Against Censorship, video game violence has been a topic of intense debate and scapegoating ever since “Death Race” was pulled from arcades in 1976 for depicting vehicular homicide. Many people argue that violence in interactive technology is detrimental to the minds of adolescents, so much so that it creates violent criminals from innocent youths. Fortunately for the droves of gamers who enjoy a little violent entertainment, video game violence in itself has never been proven to create violent tendencies during adolescence. In 1993, the 16-bit fighting game, Mortal Kombat, came under scrutiny for depicting an array of bloody animations at the end of each battle. During that controversy, Senator Joe Lieberman was quoted as saying, “We’re talking about video games that glorify violence and teach children to enjoy inflicting the most gruesome forms of cruelty imaginable.” Unfortunately for the Senator and all the parent groups that follow his opinion, video games have been proven only to aid in childhood development. For instance, in his article “The Therapeutic Use of Videogames in Childhood and Adolescence”, Mark Griffiths...
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...programs, video and computer games, even the music that they listen to. Children as well as adolescents are susceptible to these acts of violence that they witness, believing that this is the way of the world. Too much violence in a show or movie may have them believing that such behavior is acceptable and even normal. Observing too much violence in any form can have children as well as adolescents believing that this is a precise interpretation of real life. The American Academy of Pediatrics notes that “American children between 2 and 18 years of age spend an average of 6 hours and 32 minutes each day using media (television, commercial or self-recorded video, movies, video games, print, radio, recorded music, computer, and the internet)” (Media Violence, 2001). A significant part of this media disclosure includes acts of violence, which if believed, could very well be acted out by our youths. Research has shown that when children watch media violence, especially if the characters (the bad guys) are portrayed as attractive and not held accountable for their actions, children may be adversely affected, and act out the aggressive behavior seen on TV. As stated in one article the authors note, For decades, researchers have studied the effects of exposure to violent media on aggression in children. The evidence from these studies have been reviewed numerous times, and nearly all have reached the same conclusion--exposure to media violence can increase aggression. (Bushman...
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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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...Violent Media and Violent Behavior Paula M. Méndez, Megan Roy Miosotis Nieves University of Phoenix BCOM/275 July 23, 2013 Javier Maury-Ortiz Pros and supporting evidence There have been studies to prove that violent movies, games, and television shows can influence violent behavior. Multiple cases have shown that individuals playing video games, especially violent ones, can lead to aggression. Children who tend to play these types of games lose control rather easily, they tend to kick the controller against the floor or throw other various objects when enraged. They also show their frustration by using profanity or lashing out towards others playing the game with them or towards the game itself. Dr. Jordan Grafman at the National Institute of Neurological Disorders and Stroke conducted a study which showed adolescent boys that were exposed to violent games over a long period of time tended to show aggressive behavior, desensitization, and loss of empathy. Twenty-two boys were chosen to view short clips that show different range of violent from low, mild, and moderate. The ones who were expose to more violent movies, videos, or television shows were the one who were had less empathy. Dr. Grafman concluded that those who were more desensitization were the most likely to have violent behavior and less empathy. There was another study done from 130 research reports on more than 130,000 subjects worldwide which was done by Craig Anderson a professor of psychology at Iowa...
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