Premium Essay

Frequent Playing of Video Games Increases Violent Behavior

In: Business and Management

Submitted By tony0812
Words 1300
Pages 6
Frequent Playing of Video Games Increases Violent Behavior

Critical Thinking – PHI 210

Professor: Christopher Emerick

Strayer University

March 13, 2012

Abstract
Violent video games are causing a major controversy within our society. Children are able to play these mature rated videos that are showing and teaching our kids violence, aggression and even criminal behavior. The behavior pattern of children playing violent video games vs. non-violent video games is astonishing. Our children should not be able to get their hands on these games. Parents need to watch closer and I.D. checks at the stores need to be strictly enforced.

Violent acts shown in video games are causing our children to behave violently towards others. Children are fighting and trying to imitate what they are seeing on these games. These games portray sex, violence, gang activity and even criminal behavior. Our children are getting their hands on these games even with the game rating level that clearly states, “Mature Audience Only”. This is why I believe that our children are more violent and disrespectful now more than ever before. Some of these games are showing our children how to “pimp them whose” and make that money. This is not appropriate for our children and some can say that it is not appropriate even for adults but the sales are high and these games are being sold in our stores every day and our children are playing them. There have been studies done between American children and Japanese children and the findings are remarkable. The findings show that between both groups of children, aggressive behavior was the outcome. Hitting, kicking and getting into fights shows the pattern of children who watches and plays these violent video games. The more the children are exposed to the video game the more

Similar Documents

Premium Essay

Chapter 2

...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...

Words: 3493 - Pages: 14

Premium Essay

Violence in the Media

...television to video games. Violence exists in sports, news, movies, and games. This violence has many implications on society. The impact of this violence is different from one person to the next and from children to adults. There are many forms of violence in the media today. Violence is most prevalent on TV and in movies, video games, and the daily news from around the world. Violence can be found in sports such as boxing, mixed martial arts, hockey, and football. The news reports of murder and other forms of violence every day. News about foreign wars or news of violence in your local inner city, bet your bottom dollar you will hear something new every day. It seems like every day there is a new and violent video game coming out. Games about war and games about crime life, even games about fantasy violence are all over the market. Children are affected by violent media more so than adults. Studies have shown that on average, American children watch no less than 4 hours of TV a day. Studies have also proven that violent programming can have some very adverse effects on children. Children can become emotionally numb to violence and develop a lack of empathy for victims, as noted by the American Academy of Child and Adolescent Psychiatry. Children have been known to imitate the violence they see on TV. Some children may even learn to use violence that they see in real life situations. Sometimes all it takes is once and a kid can be effected by a violent program...

Words: 1195 - Pages: 5

Premium Essay

Video Game Essay

... Video Games and Children Video games was introduce goes far back in the early 1940s-1950s when researchers, scholars and entrepreneur began producing and designing simple games, simulation and artificial intelligence (AI) as part of computer research programs and had become child hood leisure activities and even for adults. (Totilo, 2010) Video gaming didn’t reach mainstream popularity until the 1970s and 1980s. Adults and parents become concern on the possible ill effects on children but early research found out the results unclear. Back then in the 1980s video games sales boost up when the Nintendo system was first release and with its better and more colorful graphics. When Sega, Nintendo, Sony and other videogame console release bigger and better consoles in the early 2000 followed by Microsoft Xbox in 2001, video game skyrocket even more and there start what gamers called “console wars”. (Rice, 2013) As of today there are two consoles leading up the video game market; Sony Playstaion 4 and Microsoft’s Xbox One. Many of the fan boys(loyal to their console ownership) had a lot of arguments and debate which one is better with each consoles unique and fancy features it is still undecided which one is the best and it is all about the matter of taste of the people. (Rice, 2013) A lot of American children spend most of their free time playing. According to Dr. Phil 79%...

Words: 1263 - Pages: 6

Premium Essay

Violent Games

...Violent Games: Single Benefit-Double Harm By Dan Nguyen Rhetoric Research Prof. Melody Heide 15 April 2013 One day, I visited a far relative; and when I came into the house, I was startled by the shouts of her kids, “Kill him,” “Die,” “Screw you!” Those kids were playing video games, and they were screaming bad words to each other’s face. I looked up to the screen and saw an extremely gory image of a violent game. I could tell the excitement on the kids’ faces, and when I greeted them, they did not even reply to me. That incident made me think about all the articles of how violent games affect children. Whereas school violence becomes more and more serious, violent games without close control from the government and families is one of the main reasons. Just because of a small contradiction, students can go straight to a fight, acting like some gangsters, and in the worst case, deathly accidents happen. Do violent games lead to violent behaviors? Do they have bad effects on children and society? Many people nowadays would reject those questions and provide various reasons to prove that violent games are good in general. If we take a look on both sides of the problem, video games are great products of entertainment technology that can bring some good effects, but in most of the cases, the bad effects infringe the good effects, especially for violent games, and that’s why we should limit children playing those by banning violent games for all minors in all states. ...

Words: 2843 - Pages: 12

Premium Essay

Gov vs Video Games

...Government vs. Video Games Michael Winchester Governments are strongly against kids playing video games and the government is wrong. The government thinks if kids are play video games that have graphic violence, sex, violent scenes, gory scenes, partial nudity, full nudity, portrayal of criminal behavior they will become criminals. There is a wide assortment of games out there and not all of them are bad. The games that those people think are bad are rated for adults only, not for kids and it’s the parents fault for letting kids play them. Video games are for fun, they’re not a reference for how to be a violent person. Parents should be monitoring their kids more often. I am a very firm believer in the thought that video games are meant to be for fun and do not affect how violent a person may become. The Government looks at video games completely the wrong way. One of their thoughts is that when someone plays to many video games it can make them violent and can make them into criminals. Looking at the classic game of "Cops and Robbers" and "Cowboys and Indians": children pretend to rob banks and shoot cops dead; toy guns or imaginary weapons are aimed at opponents; losers are supposed to "play dead." Fast-forward to the present and the debate over video game regulation. (Thierer, 2003) The recently introduced bill H.R. 669 by Rep. Joe Baca (D-CA), "The Protect Children from Video Game Sex and Violence Act of 2003." This bill would impose fines on anyone who sells or rents...

Words: 2659 - Pages: 11

Premium Essay

Ma Violence Essay

...means regarding how society chooses to entertain itself. The philosophers were pointing out at the violent cockfights and its violent influence towards the people who were watching. The similar issue is concerning our society in the 21sth century. The only difference is that the cockfights were replaced with media violence. This has been a raising concept since the invention of television and introduction of the video games. This essay will discuss the validity of the claim that media violence causes aggressive behavior on the juvenile audience. The paper will firstly show the correlation studies and experimental studies about media violence and its influence on children. It will then move to other reasons which causes the aggressive behavior. Finally, this essay will also examine the influence of aggressive video games on players. Children found a new environment of amusement after the television came on the scene. They were exposed to large number of new programs. Even if there was a potential peril to juveniles, people were not aware of what sorts of programs or what quantities of it were dangerous. At that time there was not enough proof that violence programs was the cause of aggression (Carter& Strickland, 1993). Thus, the researchers began to conduct various kinds of research and studies to prove the correlation between the media violence and the aggressive behavior among juveniles. The early correlations studies found that there were some differences between the viewers...

Words: 1738 - Pages: 7

Premium Essay

Fdcfewv

...Applied Developmental Psychology 22 (2001) 7 ± 30 The impact of computer use on children's and adolescents' development Kaveri Subrahmanyama,*, Patricia Greenfieldb, Robert Krautc, Elisheva Grossb a Child and Family Studies, California State University, Los Angeles, 5151 State University Drive, Los Angeles, CA 90032, USA b University of California, Los Angeles, CA, USA c Carnegie Mellon University, Pittsburgh, PA, USA Abstract In recent years, electronic games, home computers, and the Internet have assumed an important place in our lives. This paper presents a review of the research on the impact of home computer use on the development of children and adolescents. Time use data are presented along with a discussion of factors such as age, gender, and ethnicity, which impact the time spent on computers as well as the activities engaged in. Research on the impact of computer use on cognitive skill and academic development, social development and relationships, and perceptions of reality and violent behavior is reviewed. The special role of the Internet in the lives of adolescents is brought out using data from the HomeNet study. The paper concludes with recommendations for future study in order to better understand the growing impact of computers on our youth. D 2001 Elsevier Science Inc. All rights reserved. Keywords: Children; Computers; Internet I really want to move to Antarctica Ð I'd want my cat and Internet access and I'd be happy. ±16 year old HomeNet participant...

Words: 13031 - Pages: 53

Premium Essay

Game Industry

...product or games that produced by the manufacturer such as Electronic Arts (EA), UBISOFT, Konami, and other. This situation directly affected the profitability of the whole gaming industry internationally especially at this 20th century which the competition of gaming industry is very high. However, due to the high competition within the gaming industry, the forecast for global gaming market is expected increase from $ 67 billion in 2012 to $ 82 billion in 2017 (Gaudiosi, 2012). The gaming has negatively influenced the consumer which majority formed by the teenager and children. There are multiple research shown that gaming such as PC gaming can influenced the person behavior and addicted by playing it with non-stop without realized the time that person has been spent it. This incident has caused the parent which is the major buyer for the gaming industry started has negative impression towards the product that produced by gaming manufacturer. This is due to the parent worrying that the product that they bought maybe affected their children especially the gun violence that occurred at United States and the diseases due to game addiction. Addiction to games can affected the gamer from two perspectives which are physical health and psychological health that will explained at the bottom part (Silva, 2012). Due to the negative incident that arises caused the consumer decrease the amount of purchasing the gaming manufacturer products. Physical Health Addiction to games may impact...

Words: 1619 - Pages: 7

Premium Essay

Are Video Games Educational

...Are Video Games Educational? (based on 27 ratings) By Jayel Gibson Video games. While they may seem like the bane of every parent's existence, they don't have to be—many of them offer unique learning features. And with increased requirements in schools placing unprecedented demands on children and parents, it may be time to start thinking about video games as teaching tools. The learning component of gaming can be optimized with parent involvement. That means understanding what makes a game both fun and educational. What makes a game fun? * Challenge and strategy – this is the core of the game. It includes the objective, the play and the scoring. The game should provide a challenge for its players and allow them to use different strategies to gain a level or win. This is what determines the age group or skill level. * Element of surprise – this is the variation of the game. The element of surprise must be built into the game to provide laughter, excitement, regret or risk. * Replay ability – this is the ability to play the game over and over with different outcomes each time. This is measured by the ‘boring’ factor. If the child gets bored fast, the game lacks replay ability. What makes a game educational? * New information – this is the educational information provided. It may be text or graphics, and is normally unknown by the age group or skill level for which the game is made. * Memorization – this is the part of the game that rewards good memory...

Words: 6233 - Pages: 25

Premium Essay

Yellow Wallpaper

...average of about 2 hours of screen media a day, primarily TV and videos or DVDs * kids and teens 8 to 18 years spend nearly 4 hours a day in front of a TV screen and almost 2 additional hours on the computer (outside of schoolwork) and playing video games The American Academy of Pediatrics (AAP) recommends that kids under 2 years old not watch any TV and that those older than 2 watch no more than 1 to 2 hours a day of quality programming. The first 2 years of life are considered a critical time for brain development. TV and other electronic media can get in the way of exploring, playing, and interacting with parents and others, which encourages learning and healthy physical and social development. As kids get older, too much screen time can interfere with activities such as being physically active, reading, doing homework, playing with friends, and spending time with family. Of course, TV in moderation can be a good thing: Preschoolers can get help learning the alphabet on public television, grade schoolers can learn about wildlife on nature shows, and parents can keep up with current events on the evening news. No doubt about it — TV can be an excellent educator and entertainer. Still, too much TV can be a bad thing: * Children who consistently spend more than 4 hours per day watching TV are more likely to be overweight. * Kids who view violent acts on TV are more likely to show aggressive behavior, and to fear that the world is scary and that something bad will...

Words: 3994 - Pages: 16

Free Essay

Effects of Computer Games

...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 ............................................

Words: 13956 - Pages: 56

Premium Essay

Effects of Gadgets to the Students

...immediate experience of a virtual reality that become at once central to the fantasy lives of young peoples. Much of the advertising a teenager consumes is designed to make him want things. Nearly all forms of media are filled with some obvious, envious and hidden messages encouraging people to procure them. Key Words: Media‟s effect, C hildren‟s education, Fant asy lives, Technology, Social instruction. INTRODUCTION: Media‟s presence in children‟s lives is totally ubiquitous. As screens become ever-present in human lives, especially ones that are small and portable, children and teenagers are spending more time playing digital games and browsing on internet. Modern technology has transfomed the way children learn and interact with their environment. Television, which is the most dominant media affects children consumption habits, is now joined by computers, video game players, cell phones and other connected devices. The result is that children today are completely immersed in media experiences from a very young age. Regulating the impact these experiences are having on children has become very challenging, for parents and policymakers. “A researching study conducted by the National Institute...

Words: 1372 - Pages: 6

Premium Essay

Effect Internet for Children

...that can explain people’s motives for using internet. Research suggest that children use media for entertainment and relaxation purposes (to relieve boredom, to play games, or for social interaction) however little is known about what really motivate children to use Internet.  Adolescents’ motives  Use the Internet more for social interaction Social identity, peer interactions, and relationships become increasingly important - thus, it is likely that they become more interested in the Internet for communication purposes, such as e-mail or chat As they mature, they begin to use the Internet more for   Gender Differences Boys  Girls  Entertainment More interested in playing video and computer games The Internet provides many opportunities to play online games    To seek information, for example, for their homework ( as girls are more compliant so they will listen to parents and teachers) Social interaction ( since girls used to chat and keep in touch with friends) NEGATIVE BEHAVIOURS Exposure to Violence Addiction Social Relations Pornography Eating disorders  Exposure to Violence  With the growing use of the internet by children, there is an increase in online games. These games are very violent and expose children to explicit content and violent situations thus desensitizing the children and making them more prone to inflicting self harm, as well as harm on others. Media violence will have a strong effect on...

Words: 1797 - Pages: 8

Free Essay

Criminal Procedures

...Criminal Behavior Lorenzo Reid Virginia College Online Abstract The following paper will address the different areas of the Psychological and Psychiatric Foundations of Criminal Behavior. Within this paper, every aspect from theories to what the law states when it comes to this state will be addressed. Criminal Behavior Doctor Leon Eisenberg once stated, "...persons who are seriously mentally ill are far more likely to be the victims of violence than its initiators." (Campbell) Yet how true is that? When it comes to mental illness, there have been several violent crimes that have been committed, and been blamed on mental illness. There are several shows for entertainment such as the show “Criminal Minds”, that attempts to bring a reality and understanding to mental illness and criminal behavior. This show gives a reality to the fact that people can be simply mentally ill and not simply criminals. In early society times, people simply did not take mental illness into account. It was thought that people, regardless of their mental state, should be accountable for their actions. Yet, in today’s society, this is not the case. Due to research and a better developed country, citizens are given an opportunity to show that their mental state was not steady when they committed a crime. So, what is it then, which motivated a person to kill or maim another? How can a person kill someone else, or a numerous amount of people, with no remorse? These questions and several...

Words: 3479 - Pages: 14

Free Essay

Moral Panic Sociology

...dissemination of moral indignation, even when they do not appear to be consciously engaged in crusading or muckraking. Simply reporting the facts can be enough to generate concern, anxiety, or panic.[4]:16 Examples include the belief in widespread abduction of children by predatory pedophiles,[5] belief in ritual abuse by satanic cults of women and children,[6] scaremongering of the spread of AIDS,[7] and the War on Drugs.[8] Contents [hide] 1 Use as a social science term 1.1 British vs American 2 Characteristics 3 Examples 3.1 2000s: Human trafficking 3.2 1990s–present: Sex offenders 3.3 1980s–1990s: Satanic ritual abuse 3.4 1980s–1990s: Dungeons and Dragons 3.5 1980s–present: AIDS 3.6 1970s–present: Video games and violence 3.7 1970s–present: Crime increase 3.8 1970s–present: War on drugs 4 Criticism 5 Other 6 See also 7 References 8 Further reading 9 External links Use as a social science term[edit] Marshall McLuhan gave the term academic treatment in his book Understanding Media, written in 1964.[9] According to Stanley Cohen, author of a sociological study about youth culture and media called Folk Devils and Moral Panics (1972),[10] a moral panic occurs when "...[a] condition, episode, person or group of persons emerges to become defined as a threat to societal values and interests".[4] Those who start the panic when they fear a threat to prevailing social or cultural values are known by researchers as moral entrepreneurs, while people who supposedly threaten...

Words: 2587 - Pages: 11