...Video Game Violence The objective of the study described in the article was to measure how much video game violence could influence aggressive behavior. In the first Pilot Study, a violent and nonviolent video game were selected and compared on their level of competitiveness, difficulty, and pace of action. Participants played the games and the effect of each game on aggressive behavior was then compared using another sub-experiment in which they were then asked to make some hot sauce for someone who isn’t fond of spicy things. In the second Pilot Study, competitiveness was isolated categorized based on the difficulty and pace of gameplay, and then strategically controlling for violence. The effect of video game competition on aggressive behavior was then examined in the same sub-experiment as the first Pilot Study. The article addresses that perhaps competitiveness is the real reason and characteristic that has an effect on aggression when researching the correlations between video games and real violence. This is according to recent research by the APA. Research has been found to support that video game violence alone did not increase the aggressive behavior. The experiments featured video games that were categorized by competitiveness, the pace of action, and difficulty of the game. What was significant about these experiments was that the more competitive the game was, the more aggressive the behavior. It didn’t matter the level of violence that was in the game...
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...Violent Video Games Should not be Banned By Chris Taylor Com/156 Effective Persuasive Essay August 1, 2010 Violent Video Games should not be Banned Violent video games that promote violence and criminal activity should not be banned because each game is properly labeled. It is the parent’s responsibility to monitor their children on what games they play and for how long they play the games. Numerous surveys have been taken that show games can enhance certain learning abilities and not cause violence. Violent video games are meant for adults and banning these games takes away the right of freedom of expression from the adult. The Entertainment Software Rating Board (ESRB) provides concise and impartial information about the content in computer and video games so parents can make a clear informed purchase. (www.esrb.org/ratings) ESRB provides ratings for each game that is distributed. These ratings have two equal parts: Rating symbols and content descriptors. Rating symbols on the front of the package provide age limits on who should be allowed to play the game. Age appropriateness is clearly marked and those younger than that should be monitored. The rating system used is the same system that TV shows and movies use to rate their content. Content descriptors which are located on the back of the package indicate elements in a game. These descriptors are C (early childhood), E (for everyone), E 10+ (everyone 10+), T (for teens), M (mature 17+), A (adults only)...
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...globe. Video games for instance, have existed since the 1940s. However, game developers have subsequently introduced Massively Multiplayer Online Role-playing Games or MMORPG, where players interact in real time and across borders for collective game activities. It has become whole new platform that facilities geographically separated gamers to interact and form close bonds. Subsequently, it results in new problems evident worldwide. Most adolescents like to spend at least part of their free time playing video games. But for some, what starts out as innocent recreation can become an addiction. Soon, friends, family, school, and even personal hygiene are neglected as nearly every spare moment is spent playing the game. But what makes a game addictive? Are there certain characteristics that make some games more addictive than others? As with any addiction, video game or "gaming" addiction is usually a multi-faceted issue. For starters, video games are designed to be addictive. Not "addictive" in the clinical sense of the word, but game designers are always looking for ways to make their games more interesting and increase the amount of time people will spend playing them. They want you, once you log in or pick up that controller, to never want to stop playing. Consequently, games are designed to be just difficult enough to be truly challenging, while allowing players to achieve small accomplishments that compel them to keep playing. In that respect, the design of video games is similar...
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...Video games are a form of entertainment created around late 1960s and beginning of 1970s. The effects of violence in video games on negative behavior has been widely studied and debated. In the United States, Europe, and Japan, there are more than 130,000 gamers from elementary school to college. (Jayson 1) This controversial topic has become a serious issue after numerous senseless shootings occurred and particularly after the Sandy Hook Elementary School Shooting. It was discovered that Adam Lanza, the shooter in Newtown, Connecticut, played violent video games such as “Call of Duty.” (Guarino 2) This video game takes place in World War II where the player has to kill anyone on the opposing side. Some people believe violent video games are morally wrong and inappropriate for children. These types of video games teach children that it is perfectly acceptable to harm another person in order to advance to the next level. They don’t learn any consequences to their actions because they can reset the game at any time. The rating system for video games has many flaws as well. This shows that there is no control over the restrictions on violent video games. Others argue that kids find video games enjoyable and such activities bring them closer to their peers. Children that usually play video games are more outgoing and make friends much easier. Violence is also extensively used in children’s literature. Kids have already been exposed to violence and eventually will in the future. They...
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...globe. Video games for instance, have existed since the 1940s. However, game developers have subsequently introduced Massively Multiplayer Online Role-playing Games or MMORPG, where players interact in real time and across borders for collective game activities. It has become whole new platform that facilities geographically separated gamers to interact and form close bonds. Subsequently, it results in new problems evident worldwide. Most adolescents like to spend at least part of their free time playing video games. But for some, what starts out as innocent recreation can become an addiction. Soon, friends, family, school, and even personal hygiene are neglected as nearly every spare moment is spent playing the game. But what makes a game addictive? Are there certain characteristics that make some games more addictive than others? As with any addiction, video game or "gaming" addiction is usually a multi-faceted issue. For starters, video games are designed to be addictive. Not "addictive" in the clinical sense of the word, but game designers are always looking for ways to make their games more interesting and increase the amount of time people will spend playing them. They want you, once you log in or pick up that controller, to never want to stop playing. Consequently, games are designed to be just difficult enough to be truly challenging, while allowing players to achieve small accomplishments that compel them to keep playing. In that respect, the design of video games is similar...
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...Brigette Sears Engl 101 XBox 360 and other electronics and social media are raising our children. Todays children spend so much time playing video games, surfing the net and ‘playing’ on social media, they lack many of the normal developmental aspects that are needed for appropriate entry into society. On the contrary, children that are spending more time on video games are becoming anti-social in the best case, and in the worst case, violent. I believe that it is important to actively raise children with parental love and Gods moral compass. Children today spend a large amount of time on the internet, social media, and game playing. This is a distinct difference from what has happened a generation ago. “Young people now devote an average of seven hours and 38 minutes to daily media use, or about 53 hours a week -- more than a full-time job -- according to Kaiser Family Foundation”. (Rubin) In previous generations, without internet, children would go out and play with one another. Riding bikes, playing hide and seek or just being outside was the norm when the previous generation was young. Bonnie Miller Rubin states in her LA Times article that children are spending more time inside. They are playing video games and not going outside at all. It is a major problem with the kids of all ages. It is usually video games with younger children. She also says that the problem persists with older children as well. Older kids are using their time to update their social...
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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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...Video game playing has become an increasingly popular activity for many people to do. With all the video game playing, this gives rise to possible concerns about how the media portrays such things in the game. One aspect of the game that is an increasing talked about subject in video games is gender and how it portrays both men and women. In many games, women are shown as having the passive role and men having a more role. In an article written by Jeroen Jansz, who is a professor of communication and media at Erasmus University and Raynel G. Martis, his colleague, focus on the way gender is portrayed in video games. In the article they wrote, it focuses on the way that women are viewed in video games as a submissive and non-dominant player as the paratext around females in games would suggest. However, in Tomb Raider, Lara Croft distinguishes a different role than...
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...Exposed to Video Games Vincent Michael Baclaan Chapter 1 Introduction to the Study Chapter One, is divided into 5 parts: (1) Background and Theoretical Framework of the Study, (2) Statement of the Problem and Hypotheses, (3) Significance of the Study, (4) Definition of Terms and (5) Delimitation of the Study. Part One, Background and Theoretical Framework of the Study, presents the rationale and the reasons why the study is being conducted. Likewise, it describes the theoretical basis of the study as well as the conceptual framework. Part Two, Statement of the Problem and Hypotheses, describes the general goal of the study and the specific questions to be answered in the study with corresponding hypothesis to be tested. Part Three, Significance of the Study, enumerates the different beneficiaries and corresponding benefits that they can derived from the results of the study. Part Four, Definition of Terms, list alphabetically technical terms used in the study. These terms are defined conceptually and operationally. Part Five, Delimitation of the Study, identifies the scopes and limitations encountered during the conduct of the study. It identifies the variables, the subjects, research designs and statistically analysis procedures used in the study. Likewise, it specifies the location and time in the conduct of the study. Background and Theoretical Framework of the Study A video game is a game that involves...
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...Forrester Discernment and Discourse 1313 5 May 2014 Sexism Sells: The Male Dominated Video Game Industry Only 4% of video game titles released in the past 10 years feature a playable female character as the leading role, and there are even fewer female protagonists on the list of the top grossing video games (ESA). This trend of male dominated storylines is evident in other forms of media as well: movies and television shows tend to be centered around men, but video games show the least diversity in protagonists and often have regressive views on women and their position in society. Women make up 20% of console video game players and 46% of computer and mobile game players in this 20 billion dollar a year industry, meaning they are contributing a large amount of profits (ESA). Despite their significant purchasing power, they are not represented equally as characters in games, and continue to be used as a plot device or sexual being to attract the male target audience. Neither are they allowed to be a compelling character with a story arc and personal growth as we see with the male protagonist. Female characters, when included, tend to be one dimensional and only valued for typically how they fit into traditional gender roles by being submissive and innocent. This narrow portrayal of women comes from the fact that the developers of video games are predominantly men. Only 11% of game designers are women and only 3% of programmers, even though it is one of the fastest growing...
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...To fully understand the importance of video games you need to take a look at all angles. Video games have been around for years and have impacted us more than you can imagine. From the very first prototype, to the futuristic simulations we have today, video games have changed the world as we know it. The video game industry is at an all time high. Video games are no longer a form of entertainment for few, but a world-wide phenomenon for people of all ages joining in on the fun. Consoles have a very long history; from the very start passionate people have been hard at work to make the industry what it is today. There are also guidelines that all video game companies must abide by as well, so it’s not all fun and games. A video game is defined as a game that involves direct input from a user to generate visual feedback on a device. The systems used to play video games are commonly known as platforms. These devices range from home consoles such as the PlayStation 3, Xbox 360, Wii to the personal computer, and all the way to the arcade system, where the video game was born. Video games were first made as a form of entertainment but have since evolved into a worldwide cult following. They are now used for entertainment, learning tools, and even training. The video game industry was first introduced as a commercial entertainment medium in 1971. This is where it all started. After the collapse of video games in 1983, there was a rebirth 2 years later which set in motion the events...
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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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...first step toward transforming your experience of the world. --Oprah Winfrey American people are bombarded with our society’s ideals of beauty day in and out. The National Eating Disorders Association states that more than 80 percent of Americans watch television for more than three hours a day. Our media plays a pivotal role in the way that we structure our thinking as well as our idea of normality and beauty. As Jean Kilbourne explained in her documentary “Killing Us Softly”, advertising is a “powerful educational source” and the media sells not only products, but also the ideal of what one “should” consider standard to be, do, and look like. These societal standards of feminine beauty are nearly impossible to reach though, and as the media glorification of women with unhealthy body types, unnaturally flawless faces, and perfect hair remains, so do the consequences of the desire for these things. Corporate Profit Corporations profit massively from American media consumerism. Advertising in media is one of the most instrumental constructs of our society. We see advertising in our faces everywhere from bus stops, cars, billboards, magazines, websites, and television. According to Kilbourne the average US citizen sees over 3500 ads per day and advertisement is a $250 billion per year industry, just in the States.ibid We also digest these advertisements subconsciously, as most people claim that they don’t affect them personally. American advertisers appeal to women’s insecurities...
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