You go to the store with your child and he or she asks for a video game. You walk to the video games section and your son or daughter picks out a game that has extreme violence. You think to yourself “Should I get that game or should I get a game that doesn't have Violence in it? Violence in games can make you react violence less severe but, it does not make you a killer or a psycho. Video Games can make you learn about different things but won’t make you insane and antisocial. Kids could play violent video games to burn off steam then in real life. Let’s look a little closer as of why I think violent video games do not cause youths to become more violent.
Violent video games don’t make you a killer or a psychopath but, may affect people’s view on life. Guillaume de Fondaumiere, MA, former President of the French National Video Game Association, stated in a Nov. 16, 2009, interview with Digital Games on digital games said “ "Playing a violent game won't turn you into a psycho, a murderer or a serial killer. Most studies show that very clearly on the contrary violent games allow players to express themselves. It's like an outlet for them in a way.” It can help kids escape from life problems and express themselves without a person in their regular life. It can help the Youths have a better confidence in themselves by gaming. So, they can do better in real life such as, school, jobs for youths that are working and family life.
Violence is in all different parts of society and
Chapter 1 Jamie family are on board the Star of Bethlehem Davie befriends a crew member named Mathieu Mathieu dies Davie becomes very sick; the family is quarantined Davie gets better
The Scarlet Letter written by Nathaniel Hawthorne stands as one of the most famous works in the history of American literature. Set in Puritan Boston during the mid-1600’s, the renowned tale presents the story of a young, beautiful woman, Hester Prynne, who commits adultery against her husband, Roger Chillingworth, who was presumed dead. Due to her pregnancy, Hester is forced to admit her sin. After giving birth to a daughter, named Pearl, Hester is forced to stand on a scaffold in the center of town for three hours and endure heckling from the townspeople. Furthermore, she must wear a scarlet letter “A” that stands for “Adulteress” for the rest of her life. In the events to follow each major character shows glimpses of an evil nature that drives their stories. In The Scarlet Letter author Nathaniel Hawthorne weaves the theme of evil into the lives of Roger Chillingworth, Arthur Dimmesdale, and Pearl Prynne.
In this age of technology, it's very safe to say that a large majority of the world's population has played at least one video game. This can vary from playing games on console, like Xbox-One, Playstation 4, and for the older generation, the NES to playing mobile games like Tetris. There are many consoles that span from the creation of video games. This has opened opportunities to make several kind of games. These can vary from side-scrollers like Super Mario Bros. on the NES, to Role-playing games (RPG) like Final Fantasy IX on the Playstation 1. While this has caused some great games to surface, it has also allowed intense violence to be let into games. Parents and anti-gaming communities state that this is why kids can become violent. This is false, because violent games can be avoided to prevent this issue, and the Entertainment Software Rating Board (ESRB) has even made various precautions to make sure parents know what they're purchasing. Comprehensible symbols, detailed lists, and age restrictions prevents children from "becoming violent".
This report critically analyses how the external and internal factors affect the strategies of M&S and modifies its business strategies. Even though M&S has good strategy and marketing plans they haven’t used it to their advantage. It also tells how the macro and micro environment affect their strategy and their plan. The report uses frame works like PESTEL, SWOT and porter 5 forces.
Violent games are often played by kids, and kids are the main group of people who have desire to win. So, this mentality causes them get more and more angry, which may directly led to crimes. It is easy to have a casual effect after losing a game. That could makes people want to play another round, until they addicted into games. Children are still growing, and they start another game because they lose the last game, and this cycle will make the children more addictive. If games play more, they will feel immersive, it will give people a fake impression, and will affect the children 's growth. Also it influencing people’s time, this may cause children have less time to feel our planet, the outside world. Some of them are limited by violent video games, because they already addicted by those games. Secondly, violent behavior in reality is often caused by violent video games. People who likes to play violent video games are easy to get confused about reality and virtual. People are very focus when they play games, games could let people feels they are the character in the game. It could make people get angry, and once they finished their game, back to reality, they also may still think about the game, and want to have a chance to experience it, whether the result is as same as the game or not, and this could lead them to have a strong violent behavior in reality. Violent video games may change
By their nature, video games require the participant to actively engage in the game. This can become very dangerous when playing violent video games. It is inevitable that children develop according to their surroundings and when a child is playing as a character in a violent video game, it is common for them to begin to act as if they are their character. “A 2004 study by Gentile, Lynch, Linder & Walsh found that teens who play violent video games for extended periods of time tend to be more aggressive, are more prone to confrontation with their parents and may engage in fights with their peers” (Palo Alto Medical Foundation, 2015). Not only can violence in video games cause a change in adolescent's mental state but they can also lead to negative changes in their actions and violent actions within the games are rewarded. When a child commits an action of violence within the game they are playing they are rewarded with points or some other type of reward. At young ages, children begin learning what is socially acceptable and what is not and if their learning process is interrupted by violent video games they will learn that violence is acceptable and will be rewarded. The rapid increase in the production of violent video games may ultimately lead to a world of aggression and violence.
When films were first created, they were not always treated as the art form that they're known as today. They were treated as inferior to classic art forms like paintings and music. However, with time films have began to be respected as art and with that, many people analyzre the various ways they effect people. In a mirror image, video games have only been around since the early 1980's having many people believe the same thing that they did when films were first created. What follows is an analysis of how video games affect the end-user i.e. Gamer physically, mentally, socially, emotionally, and culturally.
Video games have always been a popular source of entertainment for people of all ages that are available on many electronic devices and offer various genres. Video games were first introduced in the 1970s with simple graphic that contains only black and white images together with minimal sounds. Later on, video games have developed and come at age which are violent video games, and researchers started to find out whether there were any connection between violent video games and real-life antisocial behavior. As a result, it turned out that playing violent video games can increase players’ aggression levels, and violent video games have also become the cause behind mass shootings or other crimes because many perpetrators play violent video
Games are made to be interactive and enjoyed by consumers. People of all ages played games to relax and think about something besides work. Games were made so that people can have fun and not have to take anything personal or seriously. The controversy all started when a game called Death Race was introduced in 1976. It was a game where the players drove cars and ran over monsters called Gremlins. These monsters would pop up a tombstone after their deaths. At the time, games like these were controversial because there have never been a game about killing or murdering anything that’s fictional or nonfictional. Due to the situation of players and parents complaining, the creators of the game had to take down the games from store shelves.
First of all, violent video games give people a lot of bad character, many researchers have experimentally found that people playing the violent game will become more aggressive than before. For example, according to Bartholow(2001), “ They also found (Study 2) that participants who played Wolfenstein 3D (a violent game where the player “walks” through a castle, armed with various weapons, and attempts to kill people) in the lab behaved more aggressively than participants who played nonviolent game” (p.284). What do those investigations tell us? The point is people who played nonviolent games are not as aggressive as people who played violent games. People enjoying the satisfied of doing crazy things in the violent games which are a kind of unsatisfied with their reality. In this way, violent games is a bridge that turns people into aggressive, extreme. Furthermore, violent games also make the players become irritable. For instance, these
“...players can also be hunting for mutations that cause cancer, Alzheimer’s disease, or diabetes”(Mohammadi). Most people think that violent video games and video games in general serve no beneficial purposes. That is not necessarily true because violent video games can help solve problems and be contributive to society, distract those who are prone to violence, also violent crimes and actions are not influenced by violent video games.
Not only that, losing in a game invokes the feeling of frustration as well. Similarly, these feelings are often seen in the real world. For example, football watchers often exhibit frustration when their favorite team loses a match against a formidable foe. In few cases, this leads to destroying objects around the house to release the anger that comes from defeat. Similarly, video game players experience frustration such as playing games such as Golf with Friends and fails to perform a hole in one. Thus, this leads to aggressive behavior such as exhibiting profanity. Although unlike football, video games receive backlash from media that they cause violent behavior. Although, Paul Tassi argues that video causes aggressiveness; however, he claims that it comes mostly from the fact that players tend to become frustrated due to losing rather than the content of the game (4). Therefore, the experience of losing causes aggressive behavior rather than the game itself. For example, players can express aggravation when they encounter games like Mario, where they miss to land a jump and fall to their death which results in starting all over from the beginning. Although, some may argue that the frustration creates violent behavior. Although it may be true to a certain degree, this does not mean that everyone will become violent simply from being frustrated. In fact, it mostly depends on the person's tolerances of experiences of failure or lack of mastery. Overall, video games are not
David G. Myers mentioned that the cause of violent video game became an issue for public debate after teenagers in more than a dozen places seemed mimic the carnage in the shooter games they had so often played (Anderson, 2004, 2013). Based on the studies done for violent video games correspond with individuals having violent acts. On the journal article “An update on the effects of playing violent video games," Craig A. Anderson stated that violence video games first emerged with school shootings by avid players of such games which is in contrast to the Meyer’s Social Psychology article that a didn’t mention the connection or the issue with school shooting. Anderson took a more critical and specific approach in his research by mentioning the effects towards school shootings.
The video game industry has become a huge market in today’s society. It has been a fast-growing industry since it started. Today, many video games are directed towards youth. There have been several video games that have been released that are known to demonstrate violent behaviour. A concern that has developed is the possible connection between violent video games causing violent behaviour in young people. Many children and teens spend excessive amounts of time playing aggressive video games. Studies have shown the connection that both proves and declines the correlation between violent video games and violent behaviour. Some studies even show the benefits of playing these kinds of video games. The attitude “gamers” have towards video game research has also been a discussed topic.
The violent video game controversy has been an issue since the 1970s, so it is time for a solution to be found. An arcade game that was developed was played by the player running over stick figures with a car. These stick figures were supposed to represent gremlins and not people, so protestors took the arcade game out into the parking lot to burn it. A website clarifies, “The debate over violent video games can be traced back to the 1976 release of the game Death Race” (ProCon.org). The effects of video games on children is a debate regarding the mentality of children as they play these games. A mother buys a video game for her son that has been begging for days. She walks in without bothering to look at the rating. Although on the case the game is rated “M” for mature audiences. The boy plays for hours on end as soon as he gets the game. Every day for the next week he sits and plays the game. He is immersed in the game, shooting enemies on the battlefield. He begins behaving aggressively at school towards his classmates. His mother wonders why, but it finally clicks that this did not happen until after the video game. She needs to find a solution and fast before this starts getting out of hand. The solution that makes the most sense is for children to be moderated as they play violent video games by their parents.