...of Video Game Violence and Profanity in Children and Young Adults Monika Woods Anderson Introduction This paper will discuss research findings on the potential effects of violence and profanity in video games on the children and young adults that play them. I will discuss various research findings, both positive and negative; as well as what conclusions can be drawn from these findings and whether or not additional research could prove to be beneficial in the future. The issue of violent content in video games has become a growing concern over the years to parents as well as scholars and medical professionals. Since the first computer-based video game made was created in 1958; the computer and video game industry has grown tremendously and sales have grossed billions of dollars worldwide. According to our textbook, as many as 67 percent of American heads of households play video games. Technological advancement has changed these games quite a lot in terms of realism and content variety. As games look more and more realistic and present players with real-life situations; People are becoming more worried about whether or not there is any real link between violent content and/or profanity in games and an increase in aggression and/or violent actions in the individuals that play video games. The majority of research examined for this paper concern video game violence in general; but there are also limited studies that explore the prevalence of profanity in video games...
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...Do violent video games cause changes in children’s behavior? A Research paper about video games Marino Tamberella ITT TECH INSTITUTE This paper was written for GE117P Composition 1 taught by Professor Jared Kornblat Introduction The question is do violent video games cause changes in a child’s behavior? For many people video games are a way to pass time or to have fun when there is nothing to do. Today’s video games have better graphics and are very realistic do to the fact game developers have better software. Due to the realism that video games have become there has been many more critics that believe that videogames do in fact cause children to act a lot more violent. You may ask yourself what is considered to be categorized as a violent video game. What makes a videogame violent is to beat up characters or causing harm to characters in order to get rewarded. There is a video game called, “Grand Theft Auto” and you are a part of a gang and the objective of the game is to go around and do missions. These missions ask for you to go around and kill mob bosses or blow things up. Some parents believe that violent video games do cause their children’s behavior to change. Since some parents believe this they have been pulling their kids away from the video game consoles and making them part take in other activities. Some of the things the parents believe the games to cause are: problems in school, bullying in school, violence against women, and school...
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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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...represents the review on related literature and studies regarding topic about the students who plays MOBA games (Multiplayer Online Base Arena) and its effect to their study habits and time management. Studies on productivity provided ideas as to how to design our own study, while the studies on work breaks gave us an idea of how merely not working for a segment would affect our study. This would mean that we could have a clear idea of the effect of the games themselves rather than merely the break. Foreign Literature A paper made by Thomas M. Connollya, Elizabeth A. Boylea, Ewan MacArthura, Thomas Haineya, James M. Boyleb from University of the West of Scotland, High St., Paisley PA1 2BE, Scotland, United Kingdom and University of Strathclyde, Glasgow, Scotland, United Kingdom with a title of “A systematic literature review of empirical evidence on computer games and serious games” examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and...
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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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...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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...Violent Media and Violent Behavior Paula M. Méndez, Megan Roy Miosotis Nieves University of Phoenix BCOM/275 July 23, 2013 Javier Maury-Ortiz Pros and supporting evidence There have been studies to prove that violent movies, games, and television shows can influence violent behavior. Multiple cases have shown that individuals playing video games, especially violent ones, can lead to aggression. Children who tend to play these types of games lose control rather easily, they tend to kick the controller against the floor or throw other various objects when enraged. They also show their frustration by using profanity or lashing out towards others playing the game with them or towards the game itself. Dr. Jordan Grafman at the National Institute of Neurological Disorders and Stroke conducted a study which showed adolescent boys that were exposed to violent games over a long period of time tended to show aggressive behavior, desensitization, and loss of empathy. Twenty-two boys were chosen to view short clips that show different range of violent from low, mild, and moderate. The ones who were expose to more violent movies, videos, or television shows were the one who were had less empathy. Dr. Grafman concluded that those who were more desensitization were the most likely to have violent behavior and less empathy. There was another study done from 130 research reports on more than 130,000 subjects worldwide which was done by Craig Anderson a professor of psychology at Iowa...
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...Video Games Annotated Bibliography American Military University SOCI 220 January 29, 2012 Video Games and the Effect on Children The popular culture subtopic I choose that interests me is video games and the effects on children. To start my research I need to find articles, both peer-reviewed and popular source, to gather information. I used both the internet and the online university library and searched terms such as video games and children, popular culture and video games, video game addiction, and video game violence. Listed below are some of the numerous sources I discovered. I choose a small sampling of the sources available, briefly explained their relevance, gave a short overview of the article, completed a quick pro and con review and lastly I completed a compare and contract of the source against two other sources. | Source 1 | 1) Source Title | The Effects of Video Games on Children | 2) APA-formatted citation for source | Gentile, D. A. (2004). The effects of video games on children: What parents need to know? Pediatrics for Parents, 21(6), 23-25. | 3) Source Evaluation | Peer-reviewed journal | 4) Relevance of source to Subtopic | This article shows the effects of gaming and that excessive time spent playing video games can have a negative effect on children. | 5) 3-5 sentence description of source | This article discusses the fact that video games can have both a positive and negative influence on children. It discusses the need for parents...
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...Dark The article “Shooting in the Dark” is about the connection between violent crimes and video game use. Social scientist have been studying the effects of media violence and video game violence since the 1950’s to the 1980’s. Research has shown that boys are more likely to play violent video games than girls. Research has also shown that playing violent video games does stir up hostile urges and aggression in the short term and that younger kids that develop a gaming habit (over a one to two year period) can be slightly more aggressive. It has not yet been determined whether or not playing video games for a period longer than two years can lead to acts of violent crime. Christopher Barlett, a psychologist at Iowa State University, conducted a study in which he had 47 students play “Mortal Kombat: Deadly Alliance” for 15 minutes and had another group of students play a nonviolent video game. The results of the study showed that students that played “Mortal Kombat” were more aggressive than the group of students that played a nonviolent video game. Similar studies done have shown the same results. Although studies have shown that video games do increase aggression, it is not the only factor that causes people to commit violent crimes; there are many factors that come into play such as psychological disorders, feeling socially isolated, being bullied, etc. Not everyone agrees with the research findings though. Some people believe that children who already show...
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...Research Paper Violent Video Games: Where Violence Comes From Whether or not violent video games cause violence among people is a highly debated top-ic in society today. Do video games, such as “Grand Theft Auto”, “Saints Row”, “Call of Duty”, “Doom”, and many others, cause violence in society today? Yes, violent video games that are being freely released to just about everyone in the public are one main cause for violence in the world. Violent video games are causing people to commit violent crimes, have hostile behaviors, the games are showing people how to kill and get away with it, and lowers chances of people taking a nonviolent solution to a problem. Many people are addicted to video games in general; many people use video games as an escape from the “real world”. Social scientists have been studying and debating the effects of media violence on behavior since the 1950s, and video games in particular since the 1980s. (Carey Benedict) One wide spread occurrence is people who have committed violent crimes often have been found to have played in the past or are playing violent video games now. In Adam Lanza’s basement, he’s the person in the Sandy Hook Elementary School shooting, law enforcement re-portedly discovered a “trove” of violent video games. (Ryan Jaslow) Apparently the 20 year old spent hours alone, playing with the windows blacked out, honing his computer skills. (Ryan Jaslow) Many researchers have found that, after a violent crime, these criminals and murders...
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...There are so 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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... This article examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions. This article will also look at the potential education utility of video games and the effect of games on student engagement and social development. The College Gamer Recent data from UCLA’s Higher Education Research Institute provides useful information about video game usage on college campuses. The data show that most college students have played video games, many play them regularly, and a small percentage use them as a primary means of entertainment and leisure. In the 2009 Freshman Survey, around 1% of respondents admitted to playing over 20 hours of videogames per week. Over 35% of the respondents stated that they play at least one hour per week. There is an enormous gender disparity in the amount of time spend on videogames. While less than 1 in 50 incoming freshmen women played more than 10 hours of videogames per week, 1 in 10 males admitted to doing this (UCLA Higher Education Research Institute, 2009). The disparity increases with 10 times more males than females admitting to playing more than 20 hours per week. Video game usage tends to drop significantly during the first year of college. Over 7% more students report playing no video games at all after the first year than they...
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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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...A. T. Gilpatrick Research Paper Final Draft October 12, 2014 How does video games affect youth negatively? One of the main concerns that have constantly been raised against video games is that most of the games feature aggressive elements. This has led many people to assert that this may have a detrimental effect on individuals who play such games. Despite continuing controversy for over 15 years, there has been little in the way of systematic research. The one consistent finding is that the majority of the studies on very young children - as opposed to those in their teens upwards - tend to show that children do become more aggressive after either playing or watching a violent video game. Research suggests that children and teens that playing and watching video games over an extended period of time tend to be more aggressive, are more prone to struggle in school, and more prone to be obese or overweight. One of the ways that the videogames affect children and teens that play and watch for an extended period of time is that they tend to be more aggressive. In “Children, Adolescents, and Television,” it has been stated that even more important than the amount of time spent playing video games is the content of games played (2001). Research shows that up to 90% of all video games contain some sort of violent content and in a survey of 213 adolescents, 99% of boys and 84% of girls said that at least one of their current video games has violent content. Some experts...
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...difficult to imagine either. A little over a decade ago, two boys who later became household names in America, Eric Harris and Dylan Klebold walked into Columbine High School in Colorado and went on a mass murdering spree where they killed 12 students, 1 teacher and injured 23 others before shooting themselves. While their motives behind doing so can not be ascertained, one possible contributing element which did surface was the influence of violent video games. At the risk of oversimplifying what is possibly a complex psychological mindfield, Harris and Klebold did enjoy playing a game called Doom, which is licensed by the American military for the purpose of training soldiers to kill effectively. Harris had customized his own version of this game and put it up on his website, which was later tracked by The Simon Wisenthal Center. This version of the game had two shooters with an unlimited supply of weapons and ammunition, and their targets lacked the ability to retaliate. A class project required them to make a video of themselves similar to the game, and in it, they dressed in trench coats, armed with weapons, and conduct the massacre of school athletes. Less than one year had gone by when Harris and Klebold played their videotape out, in real life, and became the protagonists of the deadliest high school shooting in U.S. history (Anderson & Dill 772). There is nothing new about the presence of violence in our tools of entertainment. Whether they were ancient Greek dramas,...
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