...Article 1 Do video games cause violence, or do more aggressive youths play video games? This is the argument being discussed in this first article. Bringing forth evidence to support his statements are following studies that have yet to find ground as this topic is difficult to prove either way. The thought process being that certain violent instances in the recent past are the direct result of “Video gamers who seemed to be acting out some dark fantasy” (Carey, 2013, p.1). To support his argument, Carey discusses several studies, though most at this point are inconclusive. From statements made by research psychologists, to studies done to show the effects of violent video games and how youths exposed to the effects said they are to have on aggression levels in these youths. The possibility also exists that aggressive youths can also be a direct result of family life and the exposure to aggressive behavior. In essence these youths are acting out habitual aggression. Carey makes mention of the three categories research falls into which consist of short-term laboratory experiments; longer-term studies, and correlation studies (2013, p. 6). Discussion of how playing these violent video games and how it “stirs the blood” (Carey, 2013, p. 7) was one study conducted. The results were that the youths that played a violent video game for 15 minutes were more likely to give fellow classmates large helpings of hot sauce, knowing these classmates didn’t like hot sauce,...
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...Submission: (26th July, 2013) Word count of your essay (1,265) Internet is a fast developing technology and the popularity of video gaming had been growing in recent years as well. Many people or institutions therefore investigate the negative impacts of video gaming. Since video games often include violence or aggressive language, people often think that video games lead to violent crime such as robbing, bullying and so on. However, Video games do not have direct impact on teenagers’ criminal behaviour because it is not proven that it leads to any criminal activities. This essay will examine the relationship between video games and teenagers’ aggressive behaviour and argue that video games do not assist to any criminal activities. Furthermore, video games also influence teenagers in a positive way. In recent years, many researchers found that teenagers tent to be more violent in behaviour after playing video games which might lead to crime for instance. Bösche (2010) states that video games lead to both aggressive behaviours and positive cognitions simultaneously. One of the positive effects of video games is securing players' attention and it can be implemented in education. Ferguson (2010) suggests that the violence and excitement of video games can draw players' attention easily, therefore video games can be used as a medium for spreading positive information. For example, educational tasks can be included in a first-person shooter game which appears to be a life saving mission...
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...philosophers were pointing out at the violent cockfights and its violent influence towards the people who were watching. The similar issue is concerning our society in the 21sth century. The only difference is that the cockfights were replaced with media violence. This has been a raising concept since the invention of television and introduction of the video games. This essay will discuss the validity of the claim that media violence causes aggressive behavior on the juvenile audience. The paper will firstly show the correlation studies and experimental studies about media violence and its influence on children. It will then move to other reasons which causes the aggressive behavior. Finally, this essay will also examine the influence of aggressive video games on players. Children found a new environment of amusement after the television came on the scene. They were exposed to large number of new programs. Even if there was a potential peril to juveniles, people were not aware of what sorts of programs or what quantities of it were dangerous. At that time there was not enough proof that violence programs was the cause of aggression (Carter& Strickland, 1993). Thus, the researchers began to conduct various kinds of research and studies to prove the correlation between the media violence and the aggressive behavior among juveniles. The early correlations studies found that there were some differences between the viewers and non viewer’s outlook. Those differences did not exist before...
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...Video Games and Their Effect on Childhood Development: Exploratory Essay It is no surprise that in the digital age of today- many, if not most children have access to some form of video games. In fact, 48% of American households own some sort of device that can be used for gaming. These devices include computers, video game consoles, smartphones, wireless devices, and handheld gaming systems (Logfren). The number one selling game of 2017 thus far is Tom Clancy’s Ghost Recon Wildlands, which is a tactical shooting game, number two is For Honor, a combat battle game, and holding on strong four years after initial release, Grand Theft Auto V- an action game based on three criminals, comes in at number seven (Morris). All three of the previously...
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...Violence in Video Games There has been a debate for years on whether or not violence in video games cause behavioral problems in kids. In this Essay we are going to attempt to take a look at this debate and try to find out once and for all which side has the more legitimate case. The debate over this issue spans back more than two decades and with technology improving leaps and bounds over the past ten years games have become more realistic and violent. In a study in 2013 Doctors Christopher Ferguson and Cheryl Olson discovered violent video games such as Grand Theft Auto, HALO, and Mortal Combat did not cause High Risk Teens those with depression or an attention disorder to become more aggressive or delinquents (Nauert). In fact this study did show a slight calming effect on children with attention disorders. It also showed that it helped calm aggression in those high risk teens as well. This study was important because it goes against the belief that violent games have an effect on teens to become more violent and act out it shows that Societal Violence plays a bigger part on the influence of kids than video games do (Nauert). Ferguson and Olson studied 377 teens with an average age of thirteen from all different backgrounds and economic circumstances. Ferguson goes on records as saying “Statistically speaking, it would actually be more unusual if a youth delinquent or shooter did not play violent video games, given that the majority of youth and young men play such games at least...
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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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...is all too familiar to parents of young children. What is it that causes children to act in such ways? Can we arguably say that the violence on television has no effects on the minds of children? I would like to pose that there is indeed a positive correlation between these two categories. Aggressive or violent television shows cause children to act in aggressive ways. Aggressive and/or violent can be defined as the act of initiating hostilities or invasion, or acting with, or resulting from great force.(Webster Dictionary) Research has shown there is a strong connection between violent television and aggressive children. During the time that children watch television, there is an enormous amount of violence shown. The article, "Aggression and its Effects on Children"(Anonymous) gave numeric value to violent acts. Studies included randomly chosen days in various cities. Statistics show that 2,605 violent acts happened, 566 of which aired between six and eight am. These are prime-time “children watching” television hours....
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...community violence, hate crimes or speeches, sexual violence. It could be even media violence which is shown in films, video games, cartoons and TV. Media violence is the act of showing crimes, killings, fights, abuse etc. Media is now a day’s considered as one of the best source of education. It has power to create negative and positive effects on the mind of people. People rapidly adopt the stuff shown by it. The violence shown by media is becoming the cause of great aggression as people are unconsciously adopting it. Aim of this essay is to highlight the fact that violence shown in media is giving birth to aggressive culture .We will see that to what extend does the violence shown in media disrupts the behaviors .Why people find the use of bad behaviors as the only way for the solution of their problems. Basically we will see what impact it leaves on mind that leads to aggressive behavior. Why people become unable to distinguish between fantasy and real facts and result in threat for others. Exposing children and adolescents (or ‘youth’) to violent visual media increases the likelihood that they will engage in physical aggression against another person. By ‘physical aggression’ we mean behavior that is intended to harm another person physically, such as hitting with a fist or some object. A single brief exposure to violent media can increase aggression in the immediate situation. Repeated exposure leads to general increases in aggressiveness over time. — (Craig Anderson) ...
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...Violent media’s effects on youths According to Smith and Wilson (Smith., 1997; Wilson., 1997), the National Television Violence Study, a three-year assessment of more than 3000 programs a year, found out that “60 percent of programs across twenty-six channels contain some physical aggressions”. Some points of view believe that there are connections between media violence and violent behaviour. However, other people don’t think so. This essay will argue that violence in the media is one of the main causes of increasing violent behaviour among youths because children learn behaviours from the media, youth who watch violent TV programs become more aggressive and they show less sympathy for other people. First of all, children may learn violent behaviours via media. According to Social Cognitive Theory (Bandura, 1986), children learn ideas, values, emotions and even behaviours by observing others in their social environment. They tend to imitate observed behaviours that are rewarded than those that are punished. For example, they are more likely to mimic hero characters in the movies or games that usually use violence to solve the problems. These characters always get rewarded for their actions. This kind of scenario has become too common and Rowell Huesmann (1986) stated that children might learn from it and develop it into a script, a solution for every problem. Furthermore, there are researches that show children can imitate and reproduce the violent actions for eight months...
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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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...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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...Videogames have been accused of social aggression since the 90’s. As many as 97% of United States kids ages 12 to 17 play videogames and more than half of the 50 top-selling videogames contain violence. People claim that they are source where killers are inspired to do what they do, and therefore they must be banned and forgotten. This is a controversial topic given that some people say that there is more to it than people think about, and there is some others that directly blame videogames for all mass shootings in the country. Violent videogames should not be consider to contribute to youth’s aggression and violence. Videogames should not be banned because they are believe to desensitize players to real life violence, perpetrators of mass shootings played violent games, and because...
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...Media Project Essay Rough Draft There has been a lot of negative attention in the media towards video games. Enough that most parents don't want their young children being subjected to the violence and aggression that most video games have. While there are many arguments that oppose video games, they are also many that claim the opposite. In fact, science has proven that video games are actually beneficial to the cognitive development of human beings. There are many studies that show an enhanced development in children who play video games. In the United States, an astounding 97% of all children play video games for an hour a day. While that may seem counterproductive to their social development, it's actually helping them...
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...Mass Media Essay Period 9 May 18, 2011 Media Violence Since violence in media has become more and more popular there has been controversy over the idea that being exposed to such violence can cause viewers to be more aggressive. Violence is the groundwork of many films, TV shows, and TV movies. Violence on screen is usually referred to as ‘action’. In a lot of cases, violence drives the story line. Rape, murder, or crime is used to begin a plot. If violence is the reason for the beginning of a story, there is usually more violence to come. There is an extraordinary amount of violence in media today because producers believe that it keeps audiences interested. TV violence rarely has consequences. There is a lot of fighting, but none of the main characters seem to get hurt. Only the characters that are less important die and when they do no one seems to care. TV violence rarely shows the real life consequences of violence such as physical handicaps and emotional costs. Children copy behavior they see in the media. If they watch TV programs that don’t show consequences of violence they may start to think that violence doesn’t cause serious harm. Children under the age of four are unable to distinguish between fact and fantasy and may see violence as an everyday occurrence if they are used to seeing it on TV. While violence on TV seems to be able to make a large impact on young children this doesn’t seem to be the case for teens that play violent video games. It is easy...
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