Cognitive, Conscious, Energetic and Behavioral Impact of Violent Video Gaming Experiences

In: Psychology

Submitted By torsioncontrol
Words 3779
Pages 16
Cognitive, Conscious, Energetic and Behavioral Impact of Violent Video Gaming Experiences
Gabriel Aaron Dionne
Strayer University
English 215
December 11th 2011

Cognitive, Conscious, and Behavioral Impact of Violent Video Gaming Experiences “Nonviolence means avoiding not only external physical violence but also internal violence of spirit. You not only refuse to shoot a man, but you refuse to hate him.”
Martin Luther King, Jr. Brainy Quote (2011) Identifies Violence as: The quality or state of being violent; highly excited action, whether physical or moral; vehemence; impetuosity; force.
Injury done to that which is entitled to respect, reverence, or observance; profanation; infringement; unjust force; outrage; assault. Ravishment; rape; constupration. To assault; to injure; also, to bring by violence; to compel. This statement gives insight to the ideology of violence being compelled or brought about in an individual through excited actions. The level of violence in video games is astounding not to mention the level of realism which can totally encapsulate you in the gaming experience leaving you feel like that experience was real on a conscious, cognitive, and behavioral level. Long gone are my days of Mario bouncing on mushrooms these days it is assault rifles, hand grenades and tactical missile strikes. Entertainment Software Rating Board (n.d.) provides a list of potential violent behaviors that may be found within our children’s gaming experience and it is as follows: ESRB Content Descriptors:
Alcohol Reference - Reference to and/or images of alcoholic beverages
Animated Blood - Discolored and/or unrealistic depictions of blood
Blood - Depictions of blood
Blood and Gore - Depictions of blood or the mutilation of body parts
Cartoon Violence - Violent actions involving cartoon-like situations and characters. May include violence…...

Similar Documents

Effects of Violent Video Games of Society

...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 ( — 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. ( 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......

Words: 1762 - Pages: 8

Violent Video Games

...I will talking to you about age restrictions in violent video games, and why they should be raised. After students Dylan Klebold and Eric Harris opened fire in their Colorado high school in 1999 -- shooting 20 people and killing 13 -- Linda Sanders filed a lawsuit. Her husband was a teacher at Columbine and among the dead. The media revealed that Harris and Klebold played a lot of violent video games, including "Wolfenstein 3D," "Doom," and "Mortal Kombat." Linda Sanders named multiple video game publishers, including Sony and Nintendo, in the suit as well as Time Warner and Palm Pictures since the shooters had apparently watched "The Basketball Diaries," in which a character uses a shotgun to kill students at his high school. In today's ultra-violent media world, it appears there's plenty of blame to go around. But is it legitimate? As of 2001, roughly 79 percent of America's youth played video games, many of them for at least eight hours a week Beyond the obvious issues of concern, like "what happened to riding bikes around the neighborhood," there are bigger questions. Many people wonder how this type of exposure to violence as an adolescent effects social behavior. The rise in dramatically violent shootings by teenagers, many of whom apparently play violent video games, is helping the argument that video game violence translates into real-world situations. But other people aren't convinced and insist that video games are a scapegoat for a shocking social trend that has...

Words: 996 - Pages: 4

Violent Video Games and the Effects on Children

...Violent Video Games and the Effects on Children Swameka Williams COM/172 June 6, 2013 Jenifer Casey Violent Video Games and the Effects on Children In today’s world technology is everywhere and in everything. One of the largest parts of technology is the video gaming industry. Video games play a huge part of a child’s play time because much of a child’s time is spent playing some sort of video game. There are all types of video games to play, for example, brain builders, strategy, hidden objects, first person, multiplayers, and even educational just to name a few. Although these types of video games are available, there are also the violent games and games made with an “M” (mature) or “AO" (Adult Only) rating getting into the hands of young children. Parents who allow children to become exposed to violent video games are promoting a decline in emotional and physical health, communication skills as well as academic performance. The first video game was introduce in 1958 by Physicist Willy Higginbotham. His invention was a game like Table Tennis only it was played on an Oscilloscope (Kudler, 2007). Even though video games were introduce in the late 1950s, it was not until 1972 that the first video game console was introduce. Ralph Baer invented The Magnavox Odyssey. Since that time, the video gaming industry has become more popular because of how advance the systems have become. Today, there are many companies that produce and manufacture different video game consoles...

Words: 1627 - Pages: 7

Depression and Cognitive Behavioral Therapy

...Depression and Cognitive Behavioral Therapy i Depression and Cognitive Behavioral Therapy Your Name Course Information Professor May 2013 Depression and Cognitive Behavioral Therapy i Abstract Depression is a common psychological problem that has both physical and mental symptoms. “Some authorities have estimated that at least 12% of the population have had or will have an episode of depression of sufficient clinical severity to warrant treatment” (Beck, 1979). Some of the features of depression include negative thought processes and loss of concentration or memory. Cognitive Behavior Therapy (CBT) has emerged as one of the most promising treatments for the problem of depression. CBT has many advantages in treating depression, such as helping patients recognize and address negative thoughts. However, there are limitations and CBT is not always accepted as a viable treatment option for some. This paper addresses the goals of CBT in treating depression, the advantages and limitations of CBT for depression and explains how the therapy works to treat depression. Depression and Cognitive Behavioral Therapy 1 Depression and Cognitive Behavioral Therapy “Since its introduction in the 1970s, cognitive behavioral therapy (CBT) for depression has become one of the most widely......

Words: 1623 - Pages: 7

Video Games and Gaming Systems

...Video Games and Gaming Systems Video games and gaming systems have increased in popularity since the first video game; Tennis for Two was created by William Higinbotham in 1958. Just about everyone is playing some kind of video game, on TV, cell phones, and gaming systems (XBox, PS, etc.), but the most popular game types are currently being played online. The majority of the gaming population is playing games for entertainment instead of the traditional media (TV, movies, and music). With the specific audience (let’s call them, Gamers), they are loyal customers and will continue to purchase video games and gaming systems. Since development only takes a few months, the economy will be impacted. According to Xia (2013), “video games is expected to grow from $67 billion to over $82 billion by 2017.” As soon as one video game or gaming system is introduced to the public, there is another one being developed with better graphics and offering more programing complexities to keep their audience wanting more. The environment is impacted largely due to quick development. Every time a video game or gaming system becomes obsolete, consumers rush out to buy the next best thing. Typically, the old video games and gaming systems won't be powerful enough to play the newest games because of processing power, video rendering, and memory needs. The old video games and gaming systems usually end up on a shelf, forgotten, donated, or in a landfills. Gamers prefer to......

Words: 624 - Pages: 3

Evolution of Video Gaming Devices

...    The Xbox One is a gaming console made by Microsoft, Inc. It is in the middle of its product life, 2 years old at the time of this paper. The success of the original Xbox, and Xbox 360 provided a platform for Xbox one to succeed and capture market share for competition - Sony PS3 and Nintendo. Xbox one has become a bestselling gaming console with millions of units sold around the world. Genesis:     Video games were originated first in laboratories by scientists. “This first idea came from their imaginations in late 1940s but unfortunately it did not reach the people as they were confined only to laboratories. This situation was observed till early 1970s until arcade games became popular. Then later on a new start-up named “Atari” unleashed a new era in the industry. Atari introduced the first programmable home video game and the Video Computer System.” (Greco, 2002) The introduction of programmability meant that the home video game market could capitalize on the growing craze and video games became a house hold device. Adoption of video games created demand for gaming content and soon, several companies started developing new titles for gaming console.     “Gaming industry started decline trend in 1980’s as low quality content flooded the market and destroyed user experience. Introduction of PC into the market soon provided an alternative to gaming devices and developers flocked to create content on PCs’ and made PC a standard in the industry. This trend continued......

Words: 1691 - Pages: 7

Do Video Games Encourage Violent Behavior

...Issue #5: Do Video Games Encourage Violent Behavior? One of the biggest controversial issues in today’s society is whether or not video games encourage violent behavior. Two sides of the argument are from Craig A. Anderson (an expert on the effect of violence in television and film) and Henry Jenkins (from PBS kids). One side says exposing children and adolescents (or “youth”) to violent visual media increases the likelihood that they will engage in physical aggression against another person. (2003). Now the other side says, the primary audience is not children, that the violence is not increasing in society and that concerns about isolation, desensitization, and violence are overblown. Now starting with the people who say yes, that video games encourage violent behavior have really good facts to back up their argument. Some facts are violent games require you to be one with the character you’re playing. That’s a very good fact, because games like Call of Duty for instance, requires you to play as a soldier in first person, the only thing you see is the gun you decide to pick up. Another game I can think of is the Grand Theft Auto series of games, you play as once individual and you do missions with him where you have to kill. The story modes are really lengthy and you tend to gain a kind of personal relationship with the character even though it is just a video game. You start getting mad when the character gets mad and from personal experience (I play Grand Theft......

Words: 1286 - Pages: 6

Video Games Impact

...Video Games: Impact on a gamer’s life Student’s Name University Affiliation Video Games: Impact on a gamer’s life All work with no play makes Jack a dull boy is one of the most common quotes we have all grown up with. It simply means that one needs to relax his body and mind after working for some time. Playing games has been known to relieve tensions and relax the body across all ages and genders. However, gone are the days when ‘play’ meant actual play in the fields; the modern ‘play’ involves sitting in front of the screen holding a gaming pad playing video and computer games. Video games have been said to be addictive and having bad effects to the gaming addicts. Another group has defended video games stating a few benefits to counter the criticisms. Most of the researches done by psychologists on “gaming effects” focus on the negative impacts: the harm done being related to depression, violence and addiction. Addiction has been identified as the main negative effect. Once a person starts playing, they can sit there for as many hours as possible and forget about any other task they are supposed to undertake (Abanes, R, 2006). All that the gamer cares about is beating his opponent or overcoming obstacles to get to another level. According to Abanes (2006) video games tend to take the first priority over anything else including revision for exams and going out with friends. This......

Words: 982 - Pages: 4

Development of Children and Violent Video Games

... The Development of Children and Violent Video Games Jerry Pierre Post University Strategic analytical studies including well-identified statistics have shown that the violence between youth is increasing drastically every year. Inconsiderable amount of people blame Mainstream Musical Artists in all genres who portray abrogating actions, as something affirmative. Others might blame the guardians for not overseeing their children, but many people fail to convey technology as a bombshell. The au courant DVD that visually shows violent sex acts and violence or computers that give adolescence ingress to unauthorized sites, technology is something that many guardians need to have full introspection awareness. Annulling video games can also have a major impact on a child’s introspective and vitality. Video games have a negative impact on young children’s behavior in today’s commonality. Video games are expediently the utmost asked for when a child sits on Saint Nicholas lap the season of nativity, to include when making a wish while blowing out the candles on their birthday cake. The latest installment in the Modern Warfare 3 video game franchise Call of Duty reached outlandish sales of $775,000,000 in five days. At Sixty dollars, that means that this game is present in over 12,000,000 homes worldwide. Whereas the gaming industry is a remunerative one, it can also have contrary effects on children and adolescents. Scientific studies, done by researchers and psychologist......

Words: 1206 - Pages: 5

Violent Video Games Cause Violent Behaviour

...Violent video games cause violent behaviour so they should be banned With computer technology quickly evolving gamers are now able to have a much more realistic experience when playing video games than they would get 5 years ago, and with these major improvements we have also seen a rise in the popularity of games which can be described as violent, disturbing and brutal. This rise in popularity has also lead to some controversy. Experts and especially parents believe that some games are way too violent for kids to be exposed to and think that something should be done to regulate the sale of these kinds of games. Gamers (including kids) believe in none of this, in fact they may even sometimes see violent video games were the must beat, attack and kill their opponents as a way of releasing violent urges, is this not a great way of releasing your anger, in a digital world? If parents don’t think so then there are many other, although they may include destroying the house or causing fist fights in the playground. Personally I view violent video games, not just as a way of distracting myself and having fun, but I also find it kind of therapeutic, I am able release all the anger and anguish which tends to built up over the day, for me it is an essential necessity. Besides this, video games have other positive aspects; your kid may be forced to master a certain ability which he/she needs to overcome and obstacle which they didn’t have before. For example, in the ‘Tom Clancy’......

Words: 686 - Pages: 3

Violent Video Games

...Effects of Violent Video Games Over 90% of youth in Canada aged between 12 and 17 play or have played a violent video game throughout their life. The industry is now a 91.95 billion dollar market with the top selling series being “Call of Duty” a violent, gruesome, but entertaining first person shooter. A study conducted by Harvard Health Publications says that, “Youth exposure to violent media (including video games) can contribute to real-life violent behavior and harm children in many other ways.” Recently debates have been sparked as to whether violent video games are actually as bad as they seem. Realistic graphics technology, first hand engagement and behavioural changes are all effects as to why an older generation will respond negatively to a widely popular video game while a younger generation who engage in these video games will not. Graphics have improved significantly through the years of gaming and it has become very hard to tell the difference between fake and real. From blasting out enemy brains with an automatic machine gun to stabbing innocent bystanders, this is what the gamers have always wanted. Gamers have complained about how graphics were never good enough. Is it really healthy for our youth to be witnessing these gruesome events in such realistic situations? An article written by Tech Times states that, “The research evidence clearly indicates that the violence can make them (gamers) numb to the pain and suffering of others.” Can a video game really......

Words: 591 - Pages: 3

Behavioral Cognitive

...Behavioral approach is based on the concept of explaining one’s behaviors through observation. The idea behind this approach is that the environment is the one that contributes to the different behaviors of individuals. Behaviorists assume that one can understand other people’s behaviors through observing. The behavioral approach contrasts with the cognitive or social approach. The cognitive approach focuses on the way one can explain the disorders and behaviors through the cognitive processes. It explores the internal mental processes and the way people perceive, memorize, believe and solve problems. Cognitive is psychology that is relative to human behaviors that focuses on the way people think and such thought processes that affect their way of behaviors (Philosophy 2014). All human beings have behavioral habits. Some of the most talked about behavioral habits are smoking, drinking and/or drug abuse. Fortunately, for me, I don’t possess any of these negative behavioral habits. One of my behavioral habits, which I find can be a negative behavior, is shopping. My desire to go shopping is usually sparked by an uncontrollable urge. I believe my behavioral habit to go shopping was brought on by childhood experiences. As a child, I grew up poor and had to endure relentless teasing from other children because I wore old clothes and hand-me-downs from my older siblings. As I became an adult and a wage earner, I also found myself becoming a compulsive shopper. I would buy a......

Words: 1174 - Pages: 5

Violent Video Games

...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. ( 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......

Words: 930 - Pages: 4

Cognitive Behavioral of Smith middle school. Cognitive behavioral theory: It focus on how we think (cognitive) and how you can change that thinking (behavior). Cognitive behavioral therapy avoids delving into the past for answers to stress or upset. It tries to give the individual mind tools o help deal with problems in the present. These theories are widely accepted and used by medical services. As I read about cognitive behavioral, I think about the transition I made from moving from one school to another school in another city. My attitude was more open minded to new ideas because I did not like my last principal due to his negative attitude towards suggestions from teachers. This year, my principal willingly accept ideas and suggestions from teachers and other staff members if they are helping the school and students head in the right directions towards an exemplary school. Mr. Andrews is very well a people’s person, who understands that some teachers have families and we are still human beings outside the world of education. After working under a new principal for the past six weeks, my attitude, behavior, and output in my work ethnics have changed tremendously. Teachers at the new school communicate and collaborate with one another about what works best for the different students. In the past each teacher was for themselves and willing to help anyone to conquer any goals. The cognitive behavioral theory deals with one’s depression......

Words: 613 - Pages: 3

Video Gaming Industry

...activities through offices in the United Kingdom ("U.K."), Germany, France, Italy, Spain, Norway, the Netherlands, Sweden, Australia and Ireland. • Activision Blizzard Inc. is an internationally traded company and most of its revenue is generated from foreign trade. Therefore it is subject to various foreign and domestic laws. Fluctuations in these laws such as increased tariffs, duties, transportation costs and instabilities in the currency exchange rates can adversely impact company’s operations in the foreign market. 2. Economic Pg. 13 – Our products involve discretionary spending on the part of consumers. Consumers are generally more willing to make discretionary purchases, including purchases of products like ours, during periods in which favorable economic conditions prevail. • Consumers purchasing trends have a direct relationship with economic condition. Therefore, current economic condition and global recession is likely to reduce consumer spending on the products which can have a negative impact on company’s operations and financial position. 3. Socio-cultural Pg. 10 –We often seek to maximize our worldwide revenues and profits by releasing high-quality foreign language releases concurrently with English language releases and by continuing to expand the number of direct selling relationships we maintain with key retailers in major territories. • The company is globally recognized and it maintains the brand name by putting its customers first.......

Words: 2281 - Pages: 10