...Outline * Topic: Video Games and Violence * Thesis Statement: Video games and violence have been going hand to hand since the beginning. There have been multiple studies that have accurate statics that shed some insight in to this growing concern for society. A. 1 Introduction 1. Video games and violence is a hot topic and probably will be for years to come. There have been many studies into this growing concern. Many of the studies tend to show that video game violence does lead to adolescents or adults being violent people in everyday life. In some studies show a decrease in violence in people who play violent video games in everyday life. B. 2 Supporting Paragraphs 2. Violent video game obsession. i. Leads to poor social skills. ii. 3 Exercising less and leading to obesity. 2. Violent video game studies on youth and adults. iii. Youth or Adults? Who is more affected by playing violent video games. iv. The society demographic that is likely to be more violent after playing violent video games. 4 3. Ways to help lower violence in people who play violent video games. v. Parents can control what games there kids are playing through educating themselves about video games and violence. vi. Actions that have be taken by the federal and state governments when dealing with violent video games. C. Conclusion 4. 5 Violence and video games will always be around they are...
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...Issue #5: Do Video Games Encourage Violent Behavior? One of the biggest controversial issues in today’s society is whether or not video games encourage violent behavior. Two sides of the argument are from Craig A. Anderson (an expert on the effect of violence in television and film) and Henry Jenkins (from PBS kids). One side says exposing children and adolescents (or “youth”) to violent visual media increases the likelihood that they will engage in physical aggression against another person. (2003). Now the other side says, the primary audience is not children, that the violence is not increasing in society and that concerns about isolation, desensitization, and violence are overblown. Now starting with the people who say yes, that video games encourage violent behavior have really good facts to back up their argument. Some facts are violent games require you to be one with the character you’re playing. That’s a very good fact, because games like Call of Duty for instance, requires you to play as a soldier in first person, the only thing you see is the gun you decide to pick up. Another game I can think of is the Grand Theft Auto series of games, you play as once individual and you do missions with him where you have to kill. The story modes are really lengthy and you tend to gain a kind of personal relationship with the character even though it is just a video game. You start getting mad when the character gets mad and from personal experience (I play Grand Theft Auto...
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...Video Games Negative or Positive? Do video games have a direct correlation with the aggression and violence in the people who play them? This is the controversy discussed in the following articles. Jack Hollingdale of the University of Sussex, UK and Tobias Greitemeyer of the University of Innsbruck, Austria have collaborated in writing The changing face of aggression: the effect of personalized avatars in a violent video game on levels of aggressive behaviors. Hollingdale and Greitemeyer argue that “Studies have found that exposure to violent video games correlates negatively with helping behaviors in the real world and, as a result, exposure to violent video games poses a public health threat to children and youth” (Hollingdale and Greitemeyer 1). However, Christopher J Ferguson from Texas A&M International University, the department of behavioral applied science and criminal justice, sees the more positive side of the violent video games. In his article Blazing Angels or Resident Evil? Can Violent Video Games Be a Force for Good he disputes that “the negative effects of violent games have been exaggerated by some elements of the scientific community, fitting with past cycles of media-forced moral panics” (Ferguson 1). Both articles use statistics and specific examples to prove their thesis. Ferguson uses the claim of value more than claims of fact which seem to discredit his argument. Hollingdale and Greitmeyer support their thesis with psychological studies...
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...Alex Weiss’s “Should Gamers Be Prosecuted for Virtual Stealing?” informs the reader about a teenage gamer that is being prosecuted for virtually stealing in a video game called Runescape, a free massively multiplayer online [MMO] video game. However, Runescape doesn’t have any rules regarding Thievery. The Dutch Supreme Court came ruled the gamer guilty for stealing a virtual amulet and shield. The defendant’s attorney believed the stolen items had no economic value. The court disagreed ruling the time that the victim spent in the game to earn the two stolen items gave them value. Wiess’s clearly believes gamers shouldn’t be prosecuted for virtually stealing and shows his stance by sharing his personal experiences opinions which reveal why he disagrees with the court’s ruling....
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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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...future are in trouble of being locked up before they get a chance to live their life. “Today, Juvenile facilities nationwide hold some 104,000 offenders” (Cannon, Beiser, 2004, p.29). Out of the 21 million that live in the United States the stated number from above is questionable. Why are there so many, is there a reason for this, and what is being done to understand this? These are questions that may pop into your head as read the first statement. Technologies, pressure from parents, acceptance from society are three factors that contribute to juvenile delinquency. First we begin with the pressures of parents or the pressures that they may apply to their children. I read an article that the author says it best. We live in a society that often puts too much stress on financial success and not enough on personal well-being. Because of this parents understandably can over-focus on guiding their children towards a lucrative career rather than giving them time and space to find their own path in life. (Steve, 2008) I agree with this statement whole heartedly because it is being done all the time by parents. So to another contributing factor that the parents are showing their children that financial responsibility is almost more important than the issues of life, such as being a good human being and showing compassion to other people. Another factor of pressure that parents can apply could be an unhealthy...
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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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...Everything that he has worked for has been stripped away from him over one incident. If the video of Rice beating up Janay had never went viral Rice would still have a job. As CNN states, It cost Rice his job and his paycheck ---but not his wife.” If his own wife forgave him for the incident then why can’t we. Due to the media Ray Rice is the lucky person chosen to be made an example out of. Social media has made Rice into a monster although he may have avoided jail for the incident the public has trapped him into the scapegoat position. Within the next couple of weeks the Ray Rice video saga will be old new to the public. Everyone will continue to go on with their life while Rice and his wife will be left to pick up the pieces of the damage social media has...
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...Microsoft Business Plan DD Business Plan Executive Summary The mission statement Microsoft has defined for its self is: “to help people and businesses throughout the world realize their full potential.” ("About microsoft,") In addition to aspiring to fulfill their mission statement they also uphold a set of core values. These values are practiced by the employees as well as the company as a whole. Microsoft’s makes the following statement concerning the values they admonish their employees to emulate: “Our values guide our behaviors and must shine through in all our interactions with each other and our stakeholders. Microsoft employees are great people who share the following values: integrity and honesty; passion for customers, partners, and technology; open and respectful with others and dedicated to making them better; willingness to take on big challenges and see them through; self-critical, questioning, and committed to personal excellence and self-improvement; and accountable for commitments, results, and quality to customers, shareholders, partners, and employees.” ("Microsoft standards of," 2010) Microsoft is a multi-billion dollar company currently based in Redmond, WA in the United States of America. It was founded in 1976 by two very young entrepreneurs by the names of William H. Gates III (Bill Gates) and Paul Allen. Both men are natives of Seattle, Washington. Bill Gates was just 19 and Paul Allen was 21 when they first started their venture...
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...Project Management Plan Critical Analysis Critiques on Video Game Delivery A project management plan document to develop a web-based system for customers to rent video games, for Video Game 2U is provide on which an critical analysis is required. Project Management Plan Critical Analysis Critiques on Video Game Delivery A project management plan document to develop a web-based system for customers to rent video games, for Video Game 2U is provide on which an critical analysis is required. EXECUTIVE SUMMARY This project management plan critical analysis is required by my university and should be developed by the individual student. In this assignment individual is emphasized to criticise a project management plan document created for a Video Game 2U. The team to develop this project (Video Delivery) consist of six members, including project manager & sponsor and ABC Corporation and Julie & ECF (educational consulting firm). The student has to completely identify the loopholes in this project by analysing the project management plan critically and write project management plan based on the criticism. The aim of this assignment is to developed a document of criticising a project management plan created by Video Game 2U and also criticise the project management plan’s deliverables that are project charter, kick off meetings, scope statement, work breakdown structure, organizational chart, milestone report, network diagram, risk management, budget,...
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...specializing in renting copies of movies and video games to retail customers. DPI also sells new and used copies of these products, and offers “memberships” entitling members to unlimited use of DVDs or video games for one year (one DVD or game at a time). With over 7,000 stores worldwide (approximately 5,000 in the U.S. and 2,000 in 23 other countries), DPI is among the top two or three companies in the industry. Founded twenty years ago, it has been an audit client of your CPA firm for the past three years. For several years, the traditional movie and video game rental industry has been saturated, and recently has been declining by an average of 4% per year as measured by industry gross margins and by 6% per year as measured by industry profits. Lately, companies in the movie rental industry have been facing stiff competition on a number of fronts. First, competing companies such as Netflix offer internet-based subscription services, taking business away from traditional stores like DPI and forcing them to discontinue charging late fees to customers, a significant source of revenues. Second, companies such as Wal-Mart, Circuit City and Best Buy have been selling new copies of both newly-released and classic DVDs at rock-bottom prices, sometimes even at a loss, also taking business away from traditional stores like DPI. Finally, many customers have turned to video-on-demand cable and satellite providers (often in conjunction with digital video recorders, or DVRs) to satisfy their desire...
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...group of students for the upcoming exhibit The Art of Video Games. The plan looks to address and enhance the use of social media marketing. This exhibit is coming to the Flint Institute of Arts starting on October 26, 2014. We will lay out a four step plan using various types of social media that will bring attention and buzz to a great event. Following our blueprint will allow the FIA the opportunity to increase its customer base and marketing methods, not only for this exhibit but for future events it looks to host. A Brief Overview As stated, the Flint Institute of Arts already uses traditional forms of advertising and promotion when it comes to upcoming exhibits and events. However with the help of social media advertising they could see their attendance at these exhibits increase. Social media offers the FIA a cheap and effective way of reaching new customers. The exhibit in question The Art of Video Games is the product we are looking to promote. The current market condition for this exhibit is quite strong, based on the fact that videos games have never been this popular amongst the greater population. Our marketing plan looks to show the different forms of social media that can be used to promote this exhibit. We will provide the goals of this plan, our target market, the various forms of social media being used, the strategies used to increase attendance, and the budget that goes along with this plan. Statement of Goals Our goals for this marketing plan include...
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...of ideas. Lack of entertainment can however cause the brain to shut down. Entertainment enables s sense of innovation. As a result, numerous ideas are created. Studies show that almost half of discoveries are done during entertainment when the inventor enjoys the task he partakes. However, over entertainment has its own pitfalls. This paper argues that society is becoming over entertained. Generation Fun: Are we as a Society Becoming over Entertained? In a society where we are overwhelmed by bright lights, images, and electrical gadgets it is worth questioning one of the most important parts of our society, Entertainment. Entertainment is multidimensional and could be personal or involve the general public. Playing a game of chess or scrabble could be viewed as a personal form of entertainment. Watching a movie however is a general form of entertainment as the experience is shared with the general public. As entertainment continues to become a trillion-dollar industry, the society has continued to live up to the entertainment culture of the “entertainment age.” The question, “Are we as a society becoming over entertained?” can be approached using different angles given its complexity. I have developed my point of view that as a society, we are spending too much time on entertainment or enjoyment. Entertainment can take an individual into a fantasy world from where he escapes from real life. This often applies to public form of entertainment such as theatre...
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...people with entertainment but it also has the ability to connect people around the world. While gaming is purely a hobby for certain people, there are others that only focus on its negativities. As game stations have become amazingly advanced in the last few years, so do their games. Games have amazingly transformed from 2-dimensional images to now complicated concept. Recently, the topic for most of these newly developed games have focused strongly on violence, which is stirring up a commotion about whether this increase in violence is reflected in individual’s aggressiveness. Even though several studies have been made about this growing problem, these studies only prove certain cases are true while most would neglect other important factors like the backgrounds, personalities and interactions of these candidates with other people. While it is true that most games are focusing too much on violence, there are legitimate sources that prove video games are not the reason behind individual’s aggressiveness. Game Revolution's Duke Ferris did a hefty bit of research, foraging through countless studies about violence and video games, reading a number of charts and graphs from the Department of Justice, and has come up with this conclusion: the era of kids who grew up with video games (from about 1993 and after) has the least amount of violent crime rates ever recorded (Ross Miller 1) The world of gaming was introduced in the 1970s purely as a new method for entertainment...
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