Thesis Statement: Though video games have a controversial and sometimes negative reputation, when used correctly they can benefit a person’s emotional wellbeing, motor skills, and potentially aid their health through video game exercising.
Annotated Bibliography
Ferguson, C. (2007). The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games. Psychiatric Quarterly, 78(4), 309-316. doi:10.1007/s11126-007-9056-9
This article does a review of other studies that are about the effects of gaming in all varieties, including visuospatial cognition, possible aggression, etc. The review of the studies shows a large amount of studies with publication bias, and in the end have no support for their hypothesis that states videogames cause aggressive behavior. However, some video game play was
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It shows that playing cooperatively helps increase cohesion and cooperative behavior. Not only does it help cooperation within the video game the people are playing, but it transfers to their outside behavior, even increasing cohesion with those they did not play with in the game. This article was published only two years ago, making the research done still relevant. The main author, Tobias Greitemeyer, has done research before in relation to psychology and video games, making him familiar with the subject that he is researching. This is published by the well-known source of European Journal of Social Psychology, which is well known for its articles on the subjects of psychology, much like this one. This source will be used to show the positive emotional effects, and even possible reversal of aggressive behavior, that video games can provide if they are played within the correct context. It even shows that playing a violent video game in a team context can help with improving the players cooperative
I decided to research the negative effect video games have on people.Video games, especially violent ones, have become increasingly popular over the last several years. Kids will sit in front of a television for hours straight playing the same game. In these games, they kill humans, zombie, animals, and more. I’ve always wonder what effect these violent games have on people. Staring at these aggressive video games for so long can’t be a good thing. Kids find video games so addictive; they can’t put them down. This is why I decided to research this topic. To find out the different ways these games can affect people.
This article is a very useful source. Is useful because it answers the question, “Do violent video games cause an increase in aggression.” The question is answered thoroughly by the author because they cited recent studies, examples, and peer reviewed or scholarly sources that all concluded that violent video games cause an increase in aggression. The author is objective because they countered their argument by stating that
Studies have shown that repeated exposure to violent video games over time does affect the structure and functioning of the adolescent brain. The brain is a malleable and ‘plastic’ structure that can change and evolve with every stimulus we give it. Whether this stimulus comes from studying Spanish, training in basketball or playing a video game, every single input can affect the structure and functions of the brain if the conditions are right. While some video games enhance multitasking, visual perception and the brain’s ability to process information, research has suggested that violent video games can influence aggressive behaviour, aggressive cognition and physiological arousal. A study conducted by Doctor Vincent Matthews and his colleagues at Indiana University School of Medicine have found that there were sustained changes in the regions of the brain associated with cognitive function and emotional control after a group of young adult men were playing violent video games for a week. Similarly, in laboratory studies, some researchers have found an increase of about four percent in gamers’ levels of aggression after playing violent video games. However, other research groups have concluded that factors such as family background, mental health and
“Approximately 90 percent of kids in the U.S. play video games, and more than 90 percent of those games involve mature content that includes violence.”-(Time Health). The link between violent media and aggression in video games has also created a spawn of research studies that has gone back and forth on the issue of whether
Prolonged scenes of massive violence, graphic sexual content, and animated blood are examples of statements that the Entertainment Software Rating Board uses to depict the content in over fifty- five percent of the video games rated yearly. The debate of whether the aggressive nature of these video games influences youth violence in our country has been heatedly battled for decades. Since the mid 1980’s, it has been suggested that high profile cases of violence are due to an aggressor’s excessive video game use. However, much like a cold case the type of connection between video game use and youth violence remains without a definite answer. Most believe that video game use negatively influences child aggression acts in our country. Others firmly declare that video games provide a realm of opportunity for child development. Ultimately, it is impossible to say that video game use affects every child the same way. New studies suggest that video games do not affect every child that plays a game. Although violent video games are innocuous for the majority of adolescents between the ages of twelve and eighteen, the effects of these games are aggravated in those with pre- existing antisocial or depressive traits.
Tobias Greitemeyer andDrik O mug from the universty of Innsburck found studies thats video games incress aggression and vilonce.
However, by explaining the increase of video-gaming use and how media violence can increase aggression, the researchers provide valid rationale for the need of such literature review. A flaw is the possible existence of bias when searching for articles to review. A sense to prove industry leaders wrong may influence researchers to focus only on articles that have found significant effects between violent video games and aggression. Video games are known to be popular mostly among the younger population, from children to college students, so as researchers finding any effects relating to aggression and mental health is also beneficial for other motives such as raising awareness. Most importantly though, the methodology used in this meta-analysis is adequate and measures the appropriate variables associated with being or feeling aggressive, even socially and physiologically. Little information is provided about the sample in studies used for this review of literature such as how participants were selected or whether variables examined were all within the United States to consider any other factors that may lead to such results. The limitations of Anderson & Bushman’s (2001) literature review are not described so it is difficult for the reader to determine to what extent the information provided is
The paper discusses how violent video games affect a person's behavior and if they manifest violence and show aggression in the real world after playing such video games. I learned that not all people who are exposed to video game or media violence turn violent. I think it depends on the person if he wants to get influenced from the game, to mimic what the game shows. This is just like the next source, discussing about what kind of behavioural problems violent gaming brings about.
“Participants in violent video game studies have been less cooperative than participants in non-violent video game studies (Sheese & Graziano, 2005)” (Greitemeyer, Osswald 212). Short bursts of negative behavioral responses don’t really pose a major threat to the individual, and these short term behavioral changes are much less of an issue in contrast to the possible long term behavioral changes. Long term behavioral changes are nowhere near as prevalent as short term changes. “In the long run, moral beliefs and various concepts on life can be acquired (Huesmann,1988, 1997)” (Rowell 180). Negative long term effects can often be detrimental to the individual and society in general. The meta-analysis made by Anderson et al. (2010) confirms the concepts made in the hypothesis, and is the most successful study surrounding the effects of video game violence to date.
Hundreds of studies have been done to determine whether violent video games will really make juveniles more violent. Randomized experiments were used in several studies to examine the short-term effect of violent video games (Anderson and Berkowitz et al. 90). In these studies, children were randomly assigned to play violent or nonviolent video games and then were observed when given an opportunity to be aggressive. The result was that children who played violent video games usually behaved aggressively.
Video games have become very influential on children and adults (Stafford, 1999). With violent video games humans are more prone to act aggressively, to have aggressive thoughts and become numb towards violence (Harding, 2009). Apart from these they are
In this study, people meticulously studied other articles based on criteria they created for the research question, and conducted a trial themselves to come to a conclusion. “The research demonstrates a consistent relation between violent video game use and increases in aggressive behavior, aggressive cognitions, and aggressive affect and decreases in prosocial behavior, empathy, and sensitivity to aggression.” They deemed that violent video game usage has a direct and constant relationship with all behavioral activities related to
Over the past few centuries,video games have become a great leisure and hobby among kids of all ages and cultures. With the advancement of technology, video games have advanced highly in its realism and genres. This high type of advancement brought the video game industry to a multi-billion dollar industry. However, with realism, comes negative effects as well. Ever since the creation of violent or “mature” video games, there has been a constant debate on whether it will increase violence in the player. Although, not all video games are violent, and just increase skills in a player such as hand-eye coordination. Nevertheless, there is research going on for the link between violent video games and youth violence. The question is which event happens first in the sequence, do violent video games aggravate a person’s violent behavior, or does a person get rid of their anger through playing violent video games? Either way, violent video games are not beneficial to our society.
But not all video games are violent: in fact, video games can promote cohesion through cooperation rather than competition. Multiplayer games sometimes implement a cooperative mode enabling players to use teamwork to achieve a goal instead of contending for supremacy. This cooperative multiplayer encourages “(against the stereotype of gaming as a socially isolating action) the development of team, social,
“Life is a video game. No matter how good you get, you are always zapped in the end” (“Video Game Quotes” 1). Over time researchers, psychiatrists, and parents have often wondered how damaging violent video games can be to the youth in society. This is an important matter to people with children in their personal lives or work environment. These games have become a large risk factor for aggressive behavior in children. Researchers have been saying that video games do affect adults as well; however, they have even more effect on younger brains in early development. Video games have negative effects on childrens’ behavior. Some effects that video games have are reduced academic performance, aggression, obesity, and emotional disorder.