...Do Violent Video Games Lead to Real World Violence? ABSTRACT As our society becomes more reliant on technology and the mass media, the notion that the media may have a profound influence on people has become more prevalent. Research into Media Violence and its effects on values, beliefs and behaviour has been well documented over the past 50 years. This systematic review, looking at both research reports and other relevant literature relating to the topic explores whether or not violent video games lead to real world violence. This topic has been selected due to the unique participatory nature of this type of media. The review demonstrates the inconclusive nature of the research on this topic. It focuses on the short term and long term effects possible while also investigating the need to consider alternate explanations to violent behaviour in children and youth. The review concludes with suggestions for further research. SYSTEMATIC REVIEW Children spend an increasing amount of time playing video games with the majority of them violent in nature (Huesmann, 2007). Players participate in and create the violence, often receiving reward for their violent behaviors rather than negative consequences (Funk, Baldacci, Pasold & Baumgardner, 2004). The area of violent video games in regards to Media Violence is relatively new with somewhat limited research as video games have only been available to the general population since the 1980s. It is however in...
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...from violent video games. 24 March. Accessed July 12, 2014. http://www.news.iastate.edu/news/2014/03/24/violentgamesbehavior. Bushman, Brad J, and Craig A Anderson. 2001. “EFFECTS OF VIOLENT VIDEO GAME SON AGGRESSIVE BEHAVIOR, AGGRESSIVE COGNITION, AGGRESSIVE AFFECT, PHYSIOLOGICAL AROUSAL, AND PROSOCIAL BEHAVIOR: A Meta - Analytic Review of the Scientific Literature.” American Physiological Society (Iowa State University) 12 (5): 353-359. Irvine, Martha. 2008. Survey: 97 Percent Of Children Play Video Games. 16 Septemver. Accessed July 12, 2014. http://www.huffingtonpost.com/2008/09/16/survey-97-percent-of-chil_n_126948.html. Norcia, Andrea. 2014. Violent Video Games & Aggressive Behaviors. June. Accessed July 13, 2014. http://www.pamf.org/parenting-teens/general/media-web/violentgames.html. Thesis: This thesis is based on the impact of violent usage of video games by individuals which is in relation to one’s aggressive behaviour. Summary (including in-text reference): Researchers have conducted examinations on people based on their behaviour whilst making use of violent and non-violent games and their notion sways on both ways. They have come to an idea that it relates to three types of reactions which are cognition, affect and arousal. Cognitive relating to one’s thinking and reasoning is tied to violent game being played. Frustration can be analysed in individuals even while playing non-violent games like flappy bird for example, a simple game but with...
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...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. Besides conveying the importance of life...
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...June 2013 Discuss what research studies have told us about the positive effects of computers and/r video games on behaviour (4 + 6 marks) Green and Bavelier found that some games like Tetris, have been found to improve specific cognitive skills, hand eye co- ordination and some aspects of vision Games with a pro-social theme can effect helping behaviour. Graham et al found that active Wii fit style games may promote higher levels of physical activity in sedentary individuals, and often people can find these games more helpful than regular exercise, as they claim it to be more interesting, and often use these types of games to motivate themselves to do exercise Social networking sites can promote pro-social behaviours, political change. However, some research has found that playing violent games can often provoke violent thinking. An example of this is Anderson and Bushman where they gathered 224 participants in two independent groups, one playing a violent video game, one none violent. At a certain point, the game stopped and then they were asked to say ‘what happened next’. Research found that those playing the violent game often had a more violent ending than those that did not. This shows that violent games can cause violent thinking. June 2011 A local school head teacher wants to produce a leaflet for parents about the possible effects of video games and computers on young people. Suggest what information should be included in the leaflet. Use your knowledge of psychological...
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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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...EFFECTS OF COMPUTER GAMING ON NEUST STUDENTS’ IN CABANATUAN CITY 1. FOREWORD ....................................................................................................................................................................... 3 2. INTRODUCTION ....................................................................................................................................................................... 4 2.1. THE REPORT ....................................................................................................................................................................... 5 2.2. BACKGROUND ....................................................................................................................................................................... 5 3. RESEARCH DIRECTIONS ....................................................................................................................................................................... 8 3.1. ACTIVE USER PERSPECTIVES ....................................................................................................................................................................... 9 3.1.1. Important studies ..................................................................................................................................................................... 11 3.1.2. Problems with the Active User perspective ............................................
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...Media Topic 1: Explanations of Media Influences on Antisocial Behaviour Observational Learning Where individuals observe and imitate the behaviour of others. Many argue that watching television can teach viewers violent behaviour/draw their attention to behaviours they wouldn’t have previously considered. Bandura (1983) used his Social Learning Theory to explain this. Watching violent role models may increase violent behaviour in those who are already motivated to behave aggressively. TV may also teach viewers the positive and negative consequences of behaving aggressively. Research on the role of observational learning from media in antisocial behaviour has shown: ‐ Bandura et al (1986): Children aged 3‐5 were shown films of a model behaving aggressively towards a “bobo doll”. The doll was hit, thrown, sat on and punched in the nose 3 times during the film. The children were then lead to laboratory containing toys (including the bobo doll), and were observed during free play. 88% of the children imitated the behaviour seen in the film‐ significantly more than a control group of children who did not see the film. ‐ Bobo dolls do not retaliate when hit. This raises questions as to how much this study tells us about the effect of media influences on antisocial behaviour towards other human beings. ‐ Smith et al (2004): The children’s behave would be better defined as “rough and tumble play” rather than aggression. ‐ Some have labelled Bandura’s study as artificial...
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...plain wrong. Gamers and violence: Ever since a violent game has been around there have been people who are trying to put them down and cause controversy over the amount of violence in the video games. The papers have blamed many accidents caused by children or teenagers on them being able to play violent games. Many of these include, anger from call of duty competitiveness as well as more dangerous ones like shooting and robbing shops due to some effects of gta (grand theft auto) .These are of course due to speculation the papers have no proof that this is the case they say that games are the problem when they are not the problem it is mostly due to the fact that the children have access to a gun in the first place or their parents our bringing them up in a rough way or getting peer pressured into doing theses certain acts. This is a prime example of the papers speculating: The study is called “violent video games do not cause teens to become aggressive” ‘An 8-year-old in Louisiana shot and killed his grandmother. The incident has sparked new flames in the ongoing U.S. gun control debate, but the familiar scapegoat of violence in video games is also being connected to the murder.’ ‘With the release of Grand Theft Auto V, discussions of the impact of video games on minors will certainly be in the news for months to come. A study published this year, however, is contradicting common assumptions about violent...
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...ONLINE GAMES IN THE ACADEMIC PERFORMANCE OF SELECTED HIGHSCHOOL STUDENTS OF SOUTHHILL MONTESSORI SCHOOL, INC. A Research Paper Presented to Southhill Montessori School, Inc. Laguerta, Calamba City, Laguna In Partial Fulfilment of the Requirement in Advance English IV by: Cantre, William Joseph C. Lumbres, Rhea M. Melanio, Lawrence T. March 2015 APPROVAL SHEET In Partial fulfilment of the requirements in Advance English, this thesis entitled The Effect of Computer and Online Games in the Academic Performance of the Selected Highschool Students of Southhill Montessori School, Inc. prepared by the students researchers William Joseph C. Cantre, Rhea M. Lumbres, Lawrence T. Melanio and is hereby submitted for oral examination ____________________ ALVIN N. NAVARRO Subject Teacher ------------------------------------------------- PANEL OF EXAMINERS Examined and approved by the oral examination committee with a rating of ______ on February 07, 2015. __________________________ MRS.CRESENCIA M. COMIA Chairperson _________________________ __________________________ MR. BERNARDO R. TIMAJO MR. ALVIN N. NAVARRO Member Member Accepted and approved in Partial fulfilment of the requirements in Advance English, an Elective subject of English IV. __________________________ _________________________ MRS. CRESENCIA M. COMIA Principal Southhill Montessori School Inc. TITLE: The Effect of Computer and Online Games in the...
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...Research Paper about Online Addiction Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii Chapter I: The Problem and its Background Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Statement of the Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Statement of the Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Statement of Significance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Conceptual Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Scope and Delimitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Chapter II: Review of Related Literature and Studies Foreign Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Local Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Foreign studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Local studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Chapter III: Methodology Chapter IV: Interview Chapter V: Conclusion and...
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... Nigeria Akinreti Qassim Olalere Head, Foreign Desk, Voice Of Nigeria And Part-Time Lecturer, Nigerian Institute Of Journalism, Ogba, Lagos, Nigeria Odegbenle Lateef Department Of Broadcast Media, Nigerian Institute Of Journalism, Ogba, Lagos, Nigeria Goke Rauf Head, Mass Communication, Moshood Abiola Polytechnic, Abeokuta, Ogun State, Nigeria Jegede Omolayo Station Manager, Babcock University Radio Station And Lecturer, Department Of Mass Communication Babcock University, Ilisan,Ogun State, Nigeria Tsebee Asor Kenneth Department Of Mass Communication, Al Hikmah University, Ilorin, Kwara State, Nigeria Abstract: Several studies have been on the impact of media violence on aggressive and violent behavior. Researches on effect of media violence have proved that heavy exposure in films, videos, televisions and movies can increase the risk of behaving violently. This paper is an escursion of selected media violence theories -social learning theory, catharsis theory and cultivation theory, and Persuasion theories – Congruity theory, Symmetry theory and Cognitive Balance theory explaining the effect of domestic violence on the Nigerian youths, looking at the possibility of these theories at the short and long term effect of domestic violence on the youths, desensitization, heavy and non-heavy viewers, other factors and the positive effect of viewing...
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...Name Professor Course Name Date Research Paper Outline Video Games Promote Violent Behaviour in Boys 1) Introduction a. Thesis: Video games promote violent behavior in boys b. Prevalence of violence attributed to video games c. Proportion of boys who are chronic video gamers 2) What is known about violence and video games d. Relationship between video games and aggression e. How video games affect the brain f. How video games have contributed to school shootings g. Other moral concerns concerning video games that promote violence 3) What is not known about video games and violence 4) How to address the problem h. Minor's access to the video games/content i. Other approaches to address the problem 5) Conclusion Video Games Promote Aggressive Behavior in Boys Video games have become an acceptable alternative of leisure, especially with the boys. The video gaming industry has been defined by robust growth over the last decade to a point it has now become an acceptable norm in the society. It is purported to be one of the major gross earner industry racking about 87 billion in 2012 (Robinson 414). Major players within the industry release numerous graphic video games into the market to garner a large customer niche. With advances in technology so does the content in most games become more realistic. This trend worries most social players ranging from parents, teachers, legislators...
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...Effects of video games on society The future of entertainment revolves around technology. Video games become more and more realistic. Gaming is now mainstream. And if there is anyone who doubts this, the figures speak for themselves. By age 21, an average person in a developed economy would have spent more than 10 000 hours playing computer games (http://memeburn.com) — this is comparable to the total time we spend at school. The main consumers for violent video games are in fact teens and people in their early 30s. More ways of playing violent video games are created each year, but most of us have this question in mind. Do violent video games influence people to act aggressively? Overplaying video games can have many disastrous effects on people limiting gameplay can have multiple positive effects. Overplaying can incite young players to act violently. Repetitive killing can train them to act aggressively. Most video games are just killing if the player does these actions to often he can subconsciously learn those actions and be violent himself in theory. In a study two groups of kids were asked to play violent video games more than another group. The group who had more exposure to the game was more violent than the one who did not play as much. (CNN.com) Playing too many violent video games can make the player think violence is fun. When the game is played the teen can associates violence with entertainment. Also for performing violent acts the player always gets...
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...in negative ways, and that there is a need to protect people from material which might cause harm of one kind or another. The messages in the media are injected into the audience like a drug, but they don’t notice the effects that it has on them. The effects of messages in the media tend to be associated with bad behavior, and negative actions, especially regarding sex and violence. An example of this is the Sandy Hook Shooting, where the boy’s ruthless actions were blamed on the influence of the game Call of Duty by the New York Times, which he supposedly spent a lot of time playing alone in his basement. The hypodermic needle theory is also known as the hypodermic-syringe model of communications, and is referred to as the magic bullet theory. It implied mass media had a direct, immediate and powerful effect on its audiences. The mass media in the 1940s and 1950s was perceived as a powerful influence on behaviour change, yet according to Katz and Lazarfeld (1955), the model is rooted in 1930s behaviorism and is concerned by many to be obsolete today. The hypodermic needle model suggests that media messages are injected straight into a passive audience which is immediately influenced by the message. The study known as ‘The Bobo Doll Experiment’ proved that children copy adult’s actions – they watched adults abusing life sized dolls in laboratory conditions, and then mimicked this behaviour later when playing. This showed that children will replicate what they see adult’s doing...
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...it has both positive and negative effects. Some people wonder if the negative effects dominate the positive effects. One might say it causes violent and harmful behaviour on our youth as many studies have attempted to show this link. Another might say, it leads to desensitization due to its gruesome effects on the teen brain. Some people are concerned with the negative connotations that media has, as they believe it might negatively shape one's perception of the world. Media violence can have disastrous effects on teens as this type of interaction can cause harmful behaviour, desensitize teens from other violent stimuli and lead them to perceive the world more negatively. The majority of youth retaining any form of violent stimuli via media can result in harmful behaviour shown and/or cultured in many forms. Many studies have proven that interaction with violent stimuli, especially in youth, can result in aggressive behaviour. Virginia Tech Research Division showed some students a number of non-violent movies preceded by an extremely violent one. The end result was an increase in the number of hostile behaviour among those who were exposed to the violent stimuli . This showcased that even with the majority of exposure being non-violent, the one that exhibited violence had a major impact as those students might have imitated that behaviour or might have been dramatically influenced. Additionally, humans as a species are exposed to violence by either watching it or experiencing...
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