Miranda 1
Andy Miranda
Professor Cheresh
English 114B
May 14, 2018
Virtual Freedom It is immensely unorthodox to pertain the theoretical abstract of what the true meaning of insinuating oneself’s physique into a virtual reality world. As many people today seem to harness the idea of forsaken fortitude in our society and culture, meanwhile, technology vastly continues to prosper but humanity as a whole awaits great solitude and unhappiness based on current events that befall today. One’s conception of a utopia is rather vague and broad as there are different visuals and diverse sentiments in what a perfect world means to one another. In the award-winning novel Ready Player One by Ernest Cline, it is the year 2045, verisimilitude introduces
…show more content…
Grand Theft Auto 5, one of the year's bestselling titles, allows players to kill prostitutes and torture characters, which sparked fierce debate on whether game makers have a moral responsibility to their audience.” Critics claim that violence in video games creates negative behaviors in reality but yet fail to accept beneficial soothness that these virtual worlds bring to gamers. But those dangers alone shouldn't discourage people from giving games a chance any more than we should shun television because it traffics in adult themes, not when there's so much to celebrate and still so much room for improvement. Video games are profoundly cognitive in an ideal position of having an adverse effect on the production of knowledge and perseverance. Stereotypically, video games disrupt mental awareness, body fitness, and productiveness. In circumstances of neglect and emptiness of oneself’s individuality in society, video games provide genuine warmth and compatibility in a virtual state. For example, in the same article beforehand, Nicholas Lioa makes this argument, “As both games and those who play them keep branching out, the definition of gaming will continue to change. It's true that gaming's qualities have an underside. The same technology that creates experiences of empathy can also offer escape from reality… the advent of more thoughtful …show more content…
Many pundits believe video games that exhibit crude violence, blood and gore, strong language, use of alcohol and drugs and so forth, will influence young adults physical magnetism to deploy this ideal charisma in the real world. For example, in the news article Violent video games do not cause people to be violent in real life by Brian Sweeney, an argument was made, “Violent video games tend to raise more interest to other players to try out and experience things that normally people wouldn't do in real life, whether it be stealing cars and causing destruction to people and property in games like Grand Theft Auto or progressing through the story while killing nightmarish creatures using guns or knives like in Resident Evil or Dead Rising.” Though graphics are vividly improving each and every year, and explicit content seemingly encourages contributors to produce similar actions in tangible means, this statement is absolutely bogus and completely eschew in a sense of disputable genteelism. Violent video games does not really affect one's psychology, rather creates a virtual perception of freedom and reverie of diluted tension. The foregoing article introduces Jacqueline Huppuch, a senior is also a gamer who plays violent video games. She plays because it helps relieve her stress, for instance, “In
Some scholars argue however that violence in television, films and video games has in fact the opposite effect. As individuals become ‘saturated’ with violence, it can lead to a catharsis where videogames, television and films become a safe outlet to for aggressive feelings and emotions; as a result, individuals become less violent. Naturally, this argument goes against the idea that children are highly influenced by modelled behaviour as they try to replicate what they see (Freedman 2001). The influence of video games is therefore highly complex to resolve. Poole (2000) therefore argues that videogames may simply be part of many factors that lead to violent behaviour. Videogames as films and television may influence real life violence by having a particular style that is imitated. Pool argues that it is possible that the teenage murderers in America may have imitated the way in which people are killed in the video game Doom, however it is not possible to say that without playing the game they would not have killed their classmates. Research conducted in America reiterates this statement,
In the modern world, violence is an everyday occurrence, and the video game Grand Theft Auto not only promotes violence and aggression, but it also normalizes it, creating a negative impact on society. Video games have gained a lot of popularity as of late, nearly every person has some sort of gaming device, whether that is a console, handheld device, or even just a smartphone. Consequently, the act of playing video games regularly has become accepted as ordinary in today’s culture. It seems strange to think that a video game could have any effect on society, whether it be positive or negative. However, through the presentation of offensive language, aggressive behavior, and gun violence, the video game Grand Theft Auto will undoubtedly assist you in comprehending the negative characteristics that a video game has the potential to possess.
The real world in 2045 is an overcrowded, bleak, shortage filled era with trailer homes averaging with fiveteen people. Since the world is so overpopulated, real supplies like food are limited, resulting in the staple of people's diet being soy bacon and powdered eggs. Wade, the main character in Ready Player One by Ernest Cline describes reality as a kick in the teeth. Nobody told Wade that there are wars being fought, violence is killing innocent people like his own father and poverty and temperatures are rising resulting in an overall decline in civilization. This lead to the creation of OASIS, a virtual world designed by Halliday that created hope for most of the population.
Ready Player One is a story of lies, death and deception but in this book it gets ten times worse. Here we explore the inner workings of what we can only assume the author was thinking while also making a vast spider web of connections. This is Ready Player One: An Unofficial Guide
Ready Player One and Marriage Is a Private Affair both have conflicts against a central power, which influences the way in which the main character achieves their goal. In Ready Player One, Wade is faced with the conflict of an organization, the IOI, and in Marriage is a Private Affair, Nnaemeka is faced with the problem of his father disapproving of his choices.
In the book “Ready Player One” written by Ernest Cline it relates a lot to what the world today is going through today. In the book “ Ready Player One” people are escaping a world of overpopulation, unemployment, and war through a virtual reality called “Oasis.” Today people are trying to escape the same problems but through social media or even online video games.
“As far as my house, I have a ton of video games and three or four old consoles” (Ernest). This is a quote from Ernest Cline. From this quote, it shows how important of technology of video games that had affected his life and inspired him to write a book, Ready Player One. Ready Player One is a fictional novel that writes about people in 2041 who try to escape reality into video games. Technology provides disadvantages and advantages, but according to Ready Player One, there are more advantages than disadvantages.
I asked three main questions to see if the violent games may have influenced them to do bad things, did certain video games that were labeled as “Rated R” make you want to portray violence or aggression in any type of way, and did games that display violence and negativity have an effect overall effect. In my field study, I also learned that, the younger you were, violent games were most effective. According to older gamers, violent gamers seemed to think that it did cause them to be more aggressive the more they played. My topic is debatable because many people might say that games shouldn’t determine how you act to towards people, and the environment around you. Some might say that you should have a mind of your own, and some might even say that some people should know the difference from the virtual world and real world violence. It’s agreeable that It’s only a game and that it shouldn’t be taken seriously, but It is hard to ignore these things when you’re easily influenced by games that draw your attention to think that it did cause them to be more aggressive the more they played. Violence can cause certain players to react violently towards others, and in Black communities such as
Many people have theorized that violence in video games have contributed to violent outbreaks of behavior in real life. Violent video games have been a political issue since the early 1980s; however, people forget to look at how people of all ages spend their free time playing these games for entertainment. 97% of 12-17 year olds in the US played video games in 2008, thus fueling an $11.7 billion domestic video game industry. In 2008, 10 of the top 20 best-selling video games in the US contained violence. Video games are a source for entertainment, not a possible source of corruption to our society. “According to an Oct. 28 USA Today article, up to 50 percent of children and teens have some type of gaming console in their bedrooms” (Pittman). I do agree that kids do spend too much time being entertained playing video games and too little time riding a bike or playing sports with friends in the street being active. However, violent video games are not turning kids into violent psychopaths. If they were, statistics would show a dramatic increase in youth violence in recent years based on the amount of time modern kids spend playing such games. However, violence in video games doesn’t directly correlate with violence in young youth because of the decrease in crime rate, mental stability and the quality of home life, and it’s stress reliever.
Some research reports support the idea that violent games have harmful impacts on the user behaviors. (Boxer et al. 671) contend that even if violent video games do not increase the number of killers in society, they affect users in subtler ways. With this concern, if a person is often exposed to aggressive thinking and feeling, he or she “will get better at them" (Boxer et al. 672). Recent surveys illustrate that teenagers are increasingly engaging in violent games, which are exemplary "teachers" of violence. Teenagers playing these types of games are more likely than non-participants to exhibit “aggressive cognitions and behaviors” (Boxer et al. 672). The survey further concluded that seventh and eighth graders exposed to violent gaming often illustrated hostile attribution bias, and they engaged in arguments with instructors more than learners unexposed to the same. From these findings, it is clear that fierce video games could harm user behaviors.
One argument we hear time and time again is that videogames and videogame violence alike make the “user” (usually quoted as child) violent. Even a “broad consensus (90% of pediatricians and 67% of parents) that video games causes violent behavior in children.” to the point whereas even a causal connection for some children between media violence and aggressive behavior, this stated by american medical/psychological association stated “ "Well over 1,000 studies - including reports from the Surgeon General's office, the National Institute of Mental Health, and numerous studies conducted by leading figures within our medical and public health organizations - our own members - point overwhelmingly to a causal connection between media violence and aggressive behavior in some children." this assures to some of you that most would be said and done with that argument and live their life repeating the
In 1976 the arcade game "Death Race" was released based on the movie "Death Race 2000". The objective of this game was to use your car in order to run over fleeing goblins. This video game was so simple and yet brought forth so much controversy that it led to the first study on the physiological effect of video games on the human mind. Ever since Death Race, video games have continued to make huge advances in order to create an almost endless amount of possibilities on what you can or cannot do in a video game. Since the first video game was introduced, the gaming industry has seen a huge spike in the popularity of video games. Not only have they become more popular, but they have also become significantly more realistic. So realistic, that it 's now hard to tell the difference between an animation and an actor in a movie. I 've been playing video games now for as long as I can remember. Since childhood, I 've played every kind of video game, from the educational and harmless ones to the mature, bloody and gruesome ones. While I, personally, have never experienced any type of violent thoughts or behavior due to games, can the same be said about today 's youth? With video game popularity on the rise and violence so pervasive, can violent video games really be held accountable for it all? The intent of this paper is to first examine the psychological effects of violent video games and to secondly give reasons as to why they in fact do not desensitize youth and to finally give
Naturally, the violent nature of several video games lead to its many criticisms. For example, many parents speculate that the murders and gun violence have been heavily influenced by video games such as Grand Theft Auto. Quite a few well-respected organizations buy into this narrative. At times news stories seek excuses to include video games in stories involving gun violence. For example, Susan Scutti, a journalist at CNN posted in her recent article “The 18-year old gunman who killed nine people in Munich, Germany, on Friday was a fan of first-person shooter video games, according to reports.” Quotes like these have been a continuous struggle with video games over the last decade. Reporters intending to figure out whether or not any murderer is a fan of video games is the problem. It has led to misunderstandings and fears surrounding the topic. Not all video games are violent in nature, however. Action games are nothing more than a genre. There are action genres for any medium that is sold. Books and movies also have themselves action and horror genres. They have an equivalent responsibility in supposedly causing the murders and gun violence. Consequently, gamers and intellectuals alike have decided to speak up about the problem. For example, Scutti’s article states, “a group of 238 scholars asked the American Psychological Association to retire its ‘outdated’ and ‘problematic’ statements on video game violence.” The other narrative, video games causing ADHD, is proved
In today’s modern society, everything is one touch away. Violence has always been around, and it is no surprise that it exists. But, when someone takes the violence and creates video games to make a profit, who are the most interested? Adults? Kids? Or both? Although most of these games are intended for adults, there are a lot of younger kids playing these games. What effect do these games have today in society? Young adults and kids get drawn to the idea that they can control their life just like in the game. According to Time Health, they emphasize that, “Approximately 90% of the children in the U.S. play video games and more than 90% of those games involve mature content that often includes violence. The connection between violent media and aggression has also spawned a body of research that has gone back and forth on the issue.” (time health) This may lead to all the crazy
During the last decades, the popularity of violent video games has increased significantly. In the United States, more than 90% of children play video games. Surprisingly, more than 85% of video games on the market contain some sort of violence. In the late 90s, games like Doom, Mortal Kombat, and Grand Theft Auto drew everyone’s attention for the brutality and violence that these games contained. Parents, teachers, and scholars started blaming video games for school shootings, and juvenile crimes. They argued that this kind of games desensitize players, and make children believe that violence is an acceptable way to solve conflicts. Many studies have taken place surrounding this issue, however, there is still no conclusive proof that violent video games and real-life violence are linked. So the question remains, do violent video games make people violent? The goal of this paper is to attempt to bring and connect modern research on violent video games and expose if these games have an impact in the real world.