...Does Video Game Violence Promote Aggressive Behavior Chris Foxworth Preston Hughes ITT Technical Institute Alan Cameron 6 May 2016 Does Video Game Violence Promote Aggressive Behavior Some people may say that video games and the violence that is in them, are the causes of the younger generation behavioral problems. No matter what the “issue” is with the child, somehow the focus seems to be diverted back to the media they tend to view and the games they play, but this is not always the case. According to Kennedy-Moore (2015), other factors such as family violence, parental discipline, peer rejection, and school problems are established risk factors for aggression. Few parents worry about if violent videogames will turn their children into criminals. With my personal experience, I don’t worry the least bit whether or not my children will become violent or aggressive; let alone become a criminal due to the videogames they play. If these types of games were so inspiring on the younger generation, I’d really be concerned with my son jumping off rooftops because he likes to play superhero type games like Batman and Spiderman. Another article by Dotinga (2003) that I have come across did a study of videogame violence with some teenage boys and girls. During the research study on boys and girls the researchers found that out of the 22 kids who played video games the most each day, were the likeliest to have behavioral problems, exhibit hyperactivity and have trouble academically...
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...of Video Games HUM/115 Critical Thinking in Everyday Life Point of View: The Role of Video Games Step One: Topic Several incidents that involve gun and physical violence have been said to be inspired by video games. While it is true that the theme of many video games involve taking action in realistic gun fights and gruesome battle scenes, being involved in these activities also have purposes of teaching and honing the player’s mind. Without understanding the efforts and concept behind creating this virtual recreation, it is more challenging to show people that these games are not all meant to relay lessons of violence and destruction. That there is more, such as enhancing strategy skill, dexterity, and proper gamesmanship. Step Two: Two Articles From the “Opposing Viewpoints in Context” section of the University Library, I have chosen these two articles support my opinion on the subject of video games. “Violent Video Games Are Not Linked to Real-World Violence” by Torrey Meeks and “Violent Video Games Promote Teen Aggression and Violence” by Craig A. Anderson. Both sources provide many references and clearly explains the positive and negative effects of video games. References such as past events and factual examples. In both articles there is a background for each of the authors, which is evidence of their credibility. Step 3: Summary In the article written by Meeks, he states several how other media besides video games can be a stronger influence of violence. While...
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...“Violence in Video Games” Video Games are something that are on the rise in today’s world. They are increasing economically and politically. Video games are something that can be enjoyed by all ages. They are a fun, fantasy TV station you get to create for yourself. Even though they are for everybody, they are targeted more towards teens. The most popular games out today are shooting and fighting games, which incorporate violence. The definition of violence is behavior involving physical force intended to hurt, damage, or kill someone or something. People may say that these video games incorporate this term called “violence”. Sometimes they do, sometimes they don’t. Violence is visible in Video Games, but may not fuel teens to be violent in reality. First, Violence is something that has been in this world a long time. It is something that, no matter what, will continue to happen in this world we live in. Like before, violence is a behavior involving physical force intended to hurt, damage, or kill someone or something. There have been a lot of instances of violence in history. Not just any kind of violence, but violence that people could not imagine happening. The Columbine Shooting is a great example of this so-called “violence”. This horrific event involved two young teens that had previously been bullied in school. The bullying they went through caused a built up anger that they eventually had to release. These two teens unleashed their built up frustration...
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...Yi English 110 R75 October 18, 2013 Video games: a boon, not a plague We all have that one day of the week where we just want to cut loose from the burden of work and assignments. This “free” day would be used to engage in leisure activities which would reduce stress such as playing video games. However, the video game industry has come under heavy fire from the mainstream media, whom claim that there is a direct link between video games and violence amongst gamers. Despite the numerous reports that claim it is directly related to violence, video games are beneficial because they enhance the cognitive flexibility and teach moral lessons. Video games are games that are played by electronically manipulating images produced by a computer program on a monitor or any other display. Video gaming has become increasingly popular because some people feel the need to “escape” from the harsh reality, and dive into their fantasy realm that is video games. Whether players take the role of the great detective they dream to be in “L.A. Noire” and bring criminals to justice, or a Dark Lord of the Sith and spread fear across the galaxy in “Star Wars: Knights of the Old Republic”, they indefinitely found their place and enthusiasm in video games. As a matter of fact, certain genres of video games are now played as a competitive sport; Counter-Strike (First Person Shooter), Starcraft (Real Time Strategy) and even the football simulated game of FIFA are now played as a competitive sport...
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...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 Research...
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...Effects of Video Games on Individuals and Families Clinton C. Hallford Axia College of University of Phoenix Effects of Video Games on Individuals and Families Video games have many different effects on the people who play them. There are good aspects to educational games being developed for business, schools, and even the military. The military uses video games for teaching combat tactics and skills needed by pilots. Drone aircraft are controlled from miles away, in a video game fashion. Piloting these drone aircraft is similar to playing a flight simulator video game. Several businesses and industries have started the use of video games in different aspects to teach team unity, sales and management skills. These educational and training games are being developed with the learning aspect at heart. Schools around the world have started to use different learning video games to keep students involved and motivated about learning. Along with the upside of educational games there is also a downside to video games as well. The downside to video games is the violent content in the games being sold to children. Some of these types of games can pull a child in without them knowing it and in some cases can alter their mindset between right and wrong. When children continuously see the violence of video games it starts to take a hold on the child. Some of these players start to think that the types of things they are exposed to in these video games are alright. Even though...
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...December 2014 Are Gamers Really a Threat? Within the last fifteen years, the video game industry has grown exponentially and is now arguably one of the most robust industries in the entertainment world. Video game sales have more than quadrupled in this time as well, which accounts for this multibillion dollar industry. Inside this enormous industry, hundreds of genres span the base of the industry but a few genres make up the core. Within this core are game categories, such as FPS (First Person Shooters), which have some aspect of violence to it. The popularity of these violent video games has risen greatly within the last 5 years. In 2008, from the age group 12-17 in the United States, 97% of them played video games, and 10 of the top 20 best-selling video games in the United States contained violence (ProCon.com). These violent video games are attributed to the cause of increase in school shootings as well as increases in domestic and youth violence. Critics of these violent video games argue that the because the violence is encouraged to do well in the game through reward, that the player becomes desensitized towards the violence and will teach children that violence is an acceptable way to resolve conflicts (ProCon.com). Video game advocates claim that the research is deeply flawed because there has been no link between video game violence and that of social violence. Many argue that the game actually relieves anger and aggression in a safe outlet (ProCon.com), as well as...
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...Video games themselves have been around at a very early age of technology. Beginning in 1958, video games have revolutionized the world and everything on it. The first violent video game made its first appearance in 1976 with the release of the video game, Death Race. This consisted of a car shaped blob running over stick figures and having them turn into tombstones. Other popular violent video games that appeared in 1993 were Mortal Kombat and Night Trap. People, such as Senator Joe Lieberman, were outraged by these two games that they proposed federal video game regulations and had Night Trap taken out of stores. They most likely understood the effects that violent video games would have on the user and therefore took action against them....
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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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...| 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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...many contributors to why child behavior has worsened over the years. Some of the contributors that will be discussed in this paper are the effects of violent video games, violent television, and poor parenting/disciplinary skills which negatively impact children’s behavior. In 1972, the Surgeon General issued the following warning on violent TV programs: "It is clear to me that the causal relationship between televised violence and antisocial behavior is sufficient to warrant appropriate and immediate remedial action. … There comes a time when the data are sufficient to justify action. That time has come."" (Steinfeld, 1972). Popular games such as Black Ops and Call of Duty are filled with violence which has an impact on children that play them causing them to become violent. Some resulted actions include physical fighting, poor word usage, or just simply being belligerent. Over time, video games become addicting which is why violence has increased in kids. Although most children and adolescents do not seem to be negatively affected by video games, research has shown that those who already have violent thoughts or behaviors are more likely to be negatively affected by exposure to video games. On the other hand, some people claim that violent video games are beneficial. Some players believe that violent video games are cathartic, allowing players to release...
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...Does Video Game Violence Contribute to Youth crime Contribution towards Video game violence has been the biggest thing in youth crime since 1995. Crime rates are said to have risen and are blaming it upon violence video games such as those rated M for Mature or higher. Others have charted that crime rates dropped due to violent games which is quite right since there are other crimes far more worse then what is done in games. Scans have shown that video games teach youth that violence is acceptable to solve conflicts. When you’re exposed to violence day in and out, it loses its emotional impact on you, once you’re emotionally numb to violence; it’s much easier to engage in violence. Violent games desensitizing players making them more aggressive towards others which increase bullying in schools. It also promotes violence against woman, which we see a lot in today’s society. In 1998 a study founded that 21% of video games involved violence against woman. The number of games with violence against women has increased dramatically since then. Exposure to sexual violence in video games is linked to increases in violence towards women. These games also give kids the idea that the way women dress or act cause them to be assaulted and that it is their fault this violence occurs against them. While many claim to believe crime rates are caused by violent video games, juvenile crimes in the U.S declined as the popularity for violent video games have increased. Between 1995 and 2009...
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...Steele Video Games and Violence The video game industry has become a very lucrative industry since their humble start thirty plus years ago. Today a large amount of people are devoting countless amounts of time playing video games with violent storylines. Research shows that spending vast amounts of time playing video games that contain a large quantity of violence intensifies aggressive behavior, attitudes, thoughts and affects. Video game violence correlates directly to aggressive attitudes and behaviors of the people who are exposed to violent stimuli, whether meditated or not. 1972 was the introduction to what we know as the multi-million dollar video game industry. The history of the video games spans over three eras (1977-1985) the Atari Era, (1985-1995) the Nintendo Era, and (1995-present) the Play Station Era. Video games during the Atari era contained little violence and that violence was quite intangible. With the advancement of computers it enabled development of more complex and violent video games during the Nintendo era, resulting in the popular game Mortal Kombat that was the first fight game that involved player interaction. We are currently in the third era the Play Station era and it has been significantly enriched by the advancement in computer technology and the switch from game cartridges to CD-ROM. Video games substance has radically changed since the Atari era. According to Carnagey & Anderson (2004) “content analyses of video games show...
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...------------------------------------------------- Introduction ------------------------------------------------- The video game industry is powerful and incredibly profitable. Its $18 billion in annual sales, large workforce, and even larger consumer base makes it a lobby one would not want to attempt to regulate unduly. Yet, violence in America, especially among young people, is a known problem. Some research indicates that video games are a part of that problem. Indeed, playing video games may be linked to antisocial behavior and permissiveness about violent behavior. For this paper I highlight the importance of that issue - that violence and video gaming may be linked, and censoring gaming to reduce that link is politically problematic - but turn to a lesser know issue. Educational gaming, a form of gaming assumed to be without controversial content, can also be the subject of public censorship. ------------------------------------------------- Video Game Industry ------------------------------------------------- With over $18 billion in total sales and a workforce of more than 213,000 the video game industry has grown from a somewhat small portion of American entertainment to an industry that influences the leisure and livelihood of many people (O’Holleran, 2010). There is power in having that standing, an any attempt to curtail that power would likely encounter a great deal of resistance. That means censorship of the video game industry would pit the real and perceived First Amendment rights of commercial...
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...Media Violence and Violent Video Games: The Cause for Aggression – Yes or No? Kimberly Fitzgerald-Amend PSYC3520-Introduction to Social Psychology u10a1-Opposing Viewpoints in Social Psychology Capella University March 2013 Abstract Everyone, at one point or another, may display aggressive behavior. Where did this behavior come from? This paper will discuss opposing viewpoints on the role of media violence and video games in the development of aggressive behavior. Included herein will be a brief overview of Albert Bandura’s “Social Learning Theory”; a discussion of media violence and violent video games and their possible roles in the development of aggression; and the ethical viewpoints on violence in the media. This paper will conclude with an overview of all presented information. Media Violence and Violent Video Games: The Cause for Aggression – Yes or No? It is a beautiful, sunny summer afternoon and spending a few hours at the park seems like a great way to enjoy it. However, only a few minutes into it, Tommy pushes Sara off the swing and now going to the park does not seem to have been the best choice. Why did Tommy do this? What causes children to act aggressively? Is it because shortly before coming to the park Tommy played a violent video game; or maybe on his way out he passed through the room where his father was watching a breaking news story about a murder victim? The role the media and/or violent video games play in the development of...
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