...Do Violent Video Games Influence Youth Violence Noel Averruz EN1420 ITT-Technical Institute Ever Since Violent Video Games were invented People have been trying to prove that they influence Violence in Juveniles. Although many prospective studies have been done on video game violence and the affect they have on the youth, none have been able to completely validate the claim that violent video games do influence the youth to become violent in their everyday lives. Out of the many studies that have been done to examined video game violence and the influences it has on player aggression none of the results necessarily tap well into serious aggression or violence. One of these studies was performed by Dr. Ferguson who recruited 302 mainly Hispanic youth between the ages of 10 and 14 years. Dr. Ferguson recruited these youth from some of the most at risk areas for these youth which included places that had neighborhood problems like gangs and rebellion against authority figures. The youth were interviewed twice, once at the beginning of the study and the second time 1 year later. Dr. Ferguson took many variables into consideration like exposure to violence through violent video games and violent TV shows and movies. He also took into consideration the effects of negative life events, negative relationships with adults, negative or delinquent peers. Dr. Ferguson also looked at the youth’s life at home. He took into account how the youth’s communicated with their parents and...
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...Effects of Violent Video Games Over 90% of youth in Canada aged between 12 and 17 play or have played a violent video game throughout their life. The industry is now a 91.95 billion dollar market with the top selling series being “Call of Duty” a violent, gruesome, but entertaining first person shooter. A study conducted by Harvard Health Publications says that, “Youth exposure to violent media (including video games) can contribute to real-life violent behavior and harm children in many other ways.” Recently debates have been sparked as to whether violent video games are actually as bad as they seem. Realistic graphics technology, first hand engagement and behavioural changes are all effects as to why an older generation will respond negatively to a widely popular video game while a younger generation who engage in these video games will not. Graphics have improved significantly through the years of gaming and it has become very hard to tell the difference between fake and real. From blasting out enemy brains with an automatic machine gun to stabbing innocent bystanders, this is what the gamers have always wanted. Gamers have complained about how graphics were never good enough. Is it really healthy for our youth to be witnessing these gruesome events in such realistic situations? An article written by Tech Times states that, “The research evidence clearly indicates that the violence can make them (gamers) numb to the pain and suffering of others.” Can a video game really affect...
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...The Influence of Violent Media on Teen Violence Back to over two thousand years ago, Socrates once wrote: “Our youth now love luxury, they have bad manners, contempt for authority; they show disrespect for elders, and love to chatter in place of exercise.” Truly teenage rebellion has been around for a long time. Teenage is one of the most dynamic period in our life. People change the most while they are teens, both physically and emotionally. Unlike adults, teenagers may not be aware the consequence of their rebellious acts. When it comes to extreme act of rebellion it becomes violence. Teen violence comes in many forms and vary degrees. For example, verbal abuse, bully, physical fight, gang violence, and assault with or without weapons are the most common violent behavior among teenagers. Teen violence is a growing concern in our society. People often hear teenagers bullying, teenagers involved in violent crimes on the news. According to Youth Risk Behavior Surveillance, about 20% of high school students report being bullied on school property in the U.S. in 2009 (8). One third of students had been in a physical fight in the last twelve months (6). For many teenagers, violence is a way to release anger and express freedom. All parents want their teens away from violent behavior. Before we can find solutions for the youths, we need to figure out why is teen violence happening? What makes teenagers turn to violence? There’re always have different and more than one reason that...
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...------------------------------------------------- Video Games and Children Video games was introduce goes far back in the early 1940s-1950s when researchers, scholars and entrepreneur began producing and designing simple games, simulation and artificial intelligence (AI) as part of computer research programs and had become child hood leisure activities and even for adults. (Totilo, 2010) Video gaming didn’t reach mainstream popularity until the 1970s and 1980s. Adults and parents become concern on the possible ill effects on children but early research found out the results unclear. Back then in the 1980s video games sales boost up when the Nintendo system was first release and with its better and more colorful graphics. When Sega, Nintendo, Sony and other videogame console release bigger and better consoles in the early 2000 followed by Microsoft Xbox in 2001, video game skyrocket even more and there start what gamers called “console wars”. (Rice, 2013) As of today there are two consoles leading up the video game market; Sony Playstaion 4 and Microsoft’s Xbox One. Many of the fan boys(loyal to their console ownership) had a lot of arguments and debate which one is better with each consoles unique and fancy features it is still undecided which one is the best and it is all about the matter of taste of the people. (Rice, 2013) A lot of American children...
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...The Impact of Media on Youth Violence COM/156 April 26, 2013 Dr. P. University of Phoenix The Impact of Media on Youth Violence Children today do not spend as much time outside playing as compared to 25 years ago. In that time aggression rates in children have increased and here is why: Mass Media. Has anyone ever wondered what children are watching and what impact it is having on the children? Are parents aware of the types of video games their children are watching or what sites they are viewing when on the Internet? Would it be shocking to hear that children will see more than 16,000 murders and 200,000 violent acts because of mass media by the time they are 18? Aggression in children can be linked to violence in mass media, the amount of time spent on mass media, and desensitization to mass media. Children often have aggressive tendencies that can be linked back to mass media they are partaking in: movies and television shows containing violence, as well as playing video games that contain violence. Huesmnn (2007) wrote research evidence has accumulated over the past half-century that exposure to violence on television, movies, and most recently in video games increases the risk of violent behavior on the viewer’s part…the recent increase in the use of mobile phones, text messaging, e-mail, and chat rooms by our youth have opened new venues for social interaction in which aggression can occur. (The Impact of Electronic Media Violence: Scientific Theory and...
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...Video Game Youth Violence Lorren Livingston RES/110 November 20, 2012 Dr. Helen Holt Video Game Youth Violence Many believe video games can majorly contribute to child violence [,] which have caused a great deal of controversy. With violent video game sales climbing, violent games have become a part of a child’s everyday life. Most video games depict some type of violence. One of the biggest selling games in XBOX history, Call of Duty: Modern Warfare 2 is a violent first person multiplayer game (Do Violent Video Games Contribute to Youth Violence, 2012). Given the amount of people that are playing this game, seventy-three 73-out of 100 players have stated they are between the ages seven to thirteen (See appendix A). There are also four different types of factors in video games that can contribute to violence. With children playing this game as frequently as adults, could a lack of video game restriction be causing more violence? Have retailers and parents turned a blind eye to this growing problem? Call of Duty: Modern Warfare 2 is, as stated before, a very violent military shooting game. There is no incapacitating of enemies or sneaking around a five man squad. It is kill or be killed. This is an obvious form of art, no matter how graphic it may be. Violence like this has been created for a long time now, even before computers. Sun Tzu’s The Art of War was a violent book. Humans have been created in a Darwinian manner, and each person has a want...
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...Video Games and Juvenile Delinquency The connection between video games and increased youth delinquency is debatable (“Violent video,” 2013). Social science has definitively settled some of the questions. Cumulative evidence gathered from numerous academic studies makes one side of the argument persuasive (Regoli, Hewitt, &DeLisi, 2011). The relation between increased violence and video games is an example of contested academic terrain. Recent research demonstrates the existence of a strong link between video games and youth violence (KimHun-Soo& KimHyun-Sil, 2008). The connection between video games and the real world violence is obvious. Apparently, the media seems to furnish new evidence relating to the same issue. For example, the perpetrator of Norway’s masskillings confessed to having watched a shooting game before committing the crime (Regoli et al., 2011). Playing video games has a direct link to aggressive and violent acts among young adults. Extensive literature in psychology shows increased propensity to violent acts after playing video games (“Violent video,” 2013). The findings relate to an increase in delinquency and violence among the youths. Indeed, exposure to violent video games is directly proportional to aggression and antisocial behaviour. Domain-specific theories on aggression and delinquency explain the relationship between video games and antisocial behaviour (Regoli et al., 2011). General Aggression Model, a comprehensive meta-theory...
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...Violence in Music Videos and Music Lyrics has a negative impact on children. Music videos that expose profanity and sexuality are inappropriate and leave a negative impression on young children. Violence in music videos can cause health problem. Music videos that promote negative lyrics are affecting young children. Music lyrics with vulgar languages affect the development and well-being of young children. For example, the study author (Stone, 2009) found “that music with explicit references to drugs, sex or violence can be associated with negative effects on school work behavior and emotions” (p. 2). Media violence not only provokes violence among children, it provokes sexual behaviors. However, Music videos add reinforcement to what is being heard with the use of visuals. Rap music video shows an elevated level of content presented of tobacco and alcohol use than any other kind of music videos. Exposure to violence, sexual imagery and alcohol in music videos persuade violent and hostile feelings, potentially aggressive behavior that may direct them to certain types of sadistic behavior. Teens listen to on an average 40 hours of music per week. Children under eight are still developing emotionally. They cannot distinguish between reality and fantasy. They tend to imitate what they hear on the radio and see on T.V. They idolize artists and build themselves to be like them. Children use music to obtain and control of their sensitivity level and to deal with seclusion...
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...Video Games Effect on Behavior With games like Assassin’s Creed 3 and Halo 4 recently released, video game sales have been sky-rocketing. Children, teenagers, and adults alike have all been rushing to Game Stop to have the chance to slash victims with a hidden blade or shoot down enemies with AK-47s. This type of game rewards murders. In fact, the National Television Violence Study (1996) found that about 73 percent of violent video games reward violence as an acceptable way to handle conflict (Norcia). This is true for a variety of games ranging from Poke’mon to Mortal Kombat. Due to consumer’s demand, most of the video games sold are violent. Gamers learn to identify with the characters they are controlling. “This identification with characters in video games increases a player's ability to learn and retain aggressive thoughts and behaviors they see portrayed in violent games (Norcia).” Aggression is defined as an action It can be a verbal attack--insults, threats, sarcasm, or attributing nasty motives to them--or a physical punishment or restriction. Direct behavioral signs include being overly critical, fault finding, name-calling, accusing someone of having immoral or despicable traits or motives, nagging, whining, sarcasm, prejudice, and/or flashes of temper (Shin). Research on the subject has suggested that violent video games cause aggressive thoughts and actions. Assassin’s Creed 3, mentioned in the paragraph above, is an example of a classic violent video game...
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...violence in Video games in the US Specific purpose: I want to actuate you to oppose promotion of violence in video games. Thesis: Violence in video games should not be promoted because generally violence has a negative influence on a person’s mental thoughts and once a person has such thoughts they are likely to fall victims of violence prior to what they see or do during playing the violent video games. Introduction: How many of you have played Carmageddon-1997, Soldiers of fortune-2000 or related video games? And what effect have they had on you? I know it is hard to point out what effect such video games have had on you but today I am here to tell you the effects of such violent video games and in turn oppose the promotion of violence in video games. First reason why violence should not be promoted in video games is because they increase a person’s aggressive thoughts, feelings and behavior. This comes about when the brain becomes less responsive and in turn leads to increased aggression. Likewise when playing violent video games we tend to identify with the aggressors in the video game and this makes us mimic their characters even when not playing them and this leads to change of behavior and moral practices (Gruffiths 102). The second reason is that violent video games led to most youth deliquescent. Research from Lowa state research has shown that most criminal acts done by youths have a direct relationship to the type of media they are exposed to including violent video games...
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...| Violent Video Games | | | | Violent Video Games INTRODUCTION: Concerns over the effect of violent video games on today’s youth have been debated since the late 1970’s. School shootings, criminal behavior, bullying, and violence towards woman have all been blamed on violent video games. Electronic media plays an important role in the emotional development, social behavior and intellectual functioning of children and youth. Many video games are very helpful for children to facilitate medical treatment, increase learning, and promote pro-social behavior. However, there are also video games that include aggression, violence and sexualized violence that have a negative impact on children. After the 1993 release of Mortal Combat, Congress contemplated regulating the sale of video games. The video game industry responded by voluntarily establishing the ESRB, (Entertainment Software Rating Board) to create a ratings system. The rating system was based on the content of the video game. The controversy over violent video games resurfaced following the Columbine High School shooting in Jefferson County, Colorado on April 20, 1999 (procon.org). According to procon.org, in 2008, 298.2 million video games were sold in the US, totaling $11.7 billion in revenue. Six of the top ten best-selling video games included violence, with four of the games carrying a "mature" rating recommended for persons aged 17 and older. AGGRESSIVE BEHAVIOR: Video games often reward...
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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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...The Misconception of Juvenile Video Game Violence The Misconception of Youth Video Game Violence A teen walks into a school with loaded weapon in hand. A young boy steals a vehicle and drives recklessly causing severe harm to others. A young girl sets her house on fire with family members inside. What do these seemingly uncommon crimes have in common? Each juvenile in these examples has played violent video games. Our media that covers these violent crimes is quick to make that point known. Often times they also erroneously blame the playing of violent video games as the root cause of these crimes. Research suggests that violence in video games does not contribute to violence in today’s youth because juvenile crimes have declined as video game popularity has increased; they in fact provide an outlet to express aggression without causing physical harm, and juvenile violence has been more commonly linked to exposure of family violence. When looking at research from the FBI, crime rates involving juveniles over the past 30 years have declined. In fact, in most violent crime categories the crime rate among our youth is at an all-time low (Butts, J. 2013). At first, this information may be hard to believe. It shouldn’t however, because violence among youth commonly ends up making headline national news. For this reason, we end up being exposed to the details on many of these youth related violent crimes. This can make it difficult to put actual facts into...
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...English 1010 9:00 10/25/2014 Negative Effects of Video Gaming On Young Adults Video games have been around for over forty years helping to keep people entertained, and in the last decade have been a substantial evolution in technology. As these games have grown so have their benefits but their downfalls have developed as well. With their almost lifelike representation of the world, intricate settings and storylines, and wide spread social gaming scenes, the video game world has created a new venue for people to interact and compete. Games are a wonderful addition to the technological era, but they have negative effects on the brain, develop addictive personality traits and promote antisocial behavior. A study shows that our brains respond very well to changes in the environment. Consequently, when a player plays in any game, our brains make it real. Moreover, video games can help players to pay attention to details, to think and react quickly and to improve their academic performance. When playing an action game, our brains need more attention to successfully complete tasks or events in the game; this actually builds visual skills and spatial distribution. Video games have adopted modern and efficient techniques that require both the body and the brain; this action makes us more dynamic, and it can improve our static balance in games such as “Dance Dance Revolution” and “In the Groove” “In today’s era, games have become so advance that the visual game play is almost realistic...
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...Just Video Games "Man dies in Taiwan after 3-day online gaming binge" (Hunt, 2015). One of the most significant things that are constantly and rapidly evolving is technology. Technology has a direct impact on the social, economic, political, and cultural life. Nobody these days can do the daily responsibilities without using transportation or without their phone. Technology has become part of everything in the life. This rapid development has many advantages, but unfortunately it also has some disadvantages. Currently, the most important advantages is using technology in the educational process. On the other hand, technology has also some negative impacts especially on the kids. The worst disadvantage of using technology is that...
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