Brandon P. Student
Ms. Dunn and Mrs. Davis
English III
27 March 2015
Video Game Violence Violent video games have been being created since the first console. Yet only recently have we been blaming them for aggression in the player. We as humans have a tendency to blame our violent behavior on other things rather thin ourselves. Now aggression is being defined in many ways in this situation but mainly people point to the anger that’s brought out in the real world after the game or maybe it’s the gamers’ tendency to have outburst will playing the game. Both these thing show anger but do they really show that the game is what caused it. This same situation could be put in the place of me eating a potato and getting angry right after is it really the potatoes fault no. everyone get frustrated here and there could it not be that the player is only getting frustrated with the game same as if I was to get frustrated with trying to open something. Anger is a mysterious thing we all have it just some of us choose to show it more than others whether it be for one reason or another. Aggression is not the same thing a assertiveness. will playing games that include a vs. mode if the player was to die or be defeated by another player they usually want to retaliate and most people call this aggression but it’s not it’s the player trying to show his assertiveness over the other or that he’s better so basically if you have in aggressive beaver
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
In society, video games have been criticized as an inducer for violent in children. The ongoing debate instigates research on the correlation between video games and violence. In Craig Anderson’s article, “Violent Video Games and Other Media Violence, Part II”, the author criticizes the opposing side and states that violence in media reflects violent behaviors in children. John Glynn’s article, “Guns and Games”, reasons on the benefits of video games and points out the true perpetrator for violent behaviors of youth in the United States to be the gun culture.; While Glynn’s article contains some form of pathos, there is a lack of pathos in Anderson’s. Both articles utilize logos and ethos. However, Glynn offers a more well-rounded argument to support that video games are beneficial and are not the true cause of aggression in children.
In 2008 an eight year-old intentionally, living in slaughter louisiana,shot his grandmother in the head right after playing grand theft auto IV. In America the rate of mass shootings and obesity each year. Video Games also teach antisocial behavior. Video games are responsible for increase of violence in schools, desensitizing American youth, and prompting unhealthy behaviors.
The Center for Disease Control has reported that 12 out of every 100,000, or 38,772, Americans were killed by firearm-related injuries in 2016. Approximately, 96 percent of those deaths were a result of gun violence. These numbers are up from 11 out of every 100,000, or 35,299, in 2015 and they continue to increase. My research thus far has show that the link between violent video games and gun violence in America is complex and nearly non-existent. My research question will explore the relationship between violent video games and gun violence and whether their relationship is a correlation or a causation. The resources that will support my thesis will focus on the understanding that violent video games are not a cause of gun violence and that the real issue lies elsewhere.
Are violent video games directly correlated to teen violence? This is the burning question many researchers are dedicated to answering. The common form of the question is “Is the increase in violence in games creating killer kids?” The simple answer is no. Instead the opposite has occurred, as games became more violent, the players became calmer. The games create a “safe” outlet for any anger or angst that young people possess. Crime rates in the teen population have lowered and violent teens admit to having little to no interest in violent video games. The games that most people fear are destroying the youth may actually be one of the things helping them grow and become “normal” members in society.
Frustration has a wide variety of sources and can take two primary forms. Firstly, frustration can be absolute and this happens when people lack sufficient resources to survive. Secondly, frustration can be relative and happens when people have sufficient resources to survive but have less
A video game is “an electronic game in which players control images on a television or computer screen” (Merriam-Webster). Video games have been entertaining and challenging gamers since the Game Boy to modern console games. Despite the simplicity of the definition of video games, a video game, especially ones containing violence can have a large effect on the gamer. Because of the realism and advancements in the video game industry, video games can influence the player, and can make the gamer more aggressive, even if the game is not a violent video game. Even though video games have grown in popularity over the past decade, some have not been too popular with parents, for the reason that they are too violent. Violent video games affect
The issue of video game violence seems to be a hot topic right now after several shootings have occurred and made a connection to the shooters being video gamers. In looking at past research it is apparent that there seems to large amounts of research that contradict one work to another. Although I would have been interested in conducting a poll of the publics opinion regarding the use of violent video games and their connection to mass shootings I was not able to conduct the research. However, for this paper I chose to conduct a literature analysis to see what research has been conducted and to seek out gaps and themes in this research.
The evolution of video games has taken a drastic change since the 1970’s when video games were first introduced. Since then every decade video games have become more violent in nature with strong language and realistic to suit society today. Craig Anderson states that with more violence in video games they would sell better than games with less violence (Anderson, Gentile, and Beckley pg.5). Violent video games really became popular when the first person shooter games were invented so that we could see through the eyes of the player, as if we were really experiencing it. Society wanted better graphics and games as time went on new technology was invented and society matured in electronics. This meant that for game creators would have to come up with something better selling than the last. Creators would make the games more violent and more realistic each time so that way they can keep the interest of their consumers. Each game would increase in blood or gore slowly, but what really got consumers to buy their games would be the update of graphics in the consoles or games. This is due to the drastic changing of technology and the maturing of consumers wanting better and newer violent video games. Violent video games can cause children to behave violently if not correctly supervised.
Ever since the video game was invented many years ago, violent, bloody games have existed also. Some include killing zombies, shooting people, and fighting that ends in either someone dying or being hurt. The outcome remains the same, and a select few continue to live out these games throughout their daily life. These games can sometimes cause people to become angry. Although, some video games may have a negative effect on some people’s lives, other reasons such as their home life can be a factor in these people’s behavior.
Gunshot says in his article that, video games are very violent. Gamers are emotionally connected to the game. When they have a choice to act violent towards opponents and when they choses do so they feel guilty and emotionally responsible. Gunshot interviewed a game designer named Will Wright agrees with Gunshot’s theory.
As video game images become increasingly more realistic and graphic. Therefore, is there any link between the violence depicted in those games and violence in real life? Students are the main group people who played violent video games very often. Also, losing a game causes many people to have a negative impact. Last, the attitudes on violent game and antisocial. Games are everywhere around us, such as cellphones, televisions, or computers, but violent games are the most popular type of game. The scene inside the game may lead to real things happen, especially for children, who are eager to experience it. Therefore, violent games may cause many impact, such as crimes, antisocial, and negative effects.
1.2 Billion, that's the number of people in the world who are involved in playing video games. Imagine this, the number is going to increase and increase to a great deal in the future years. Nevertheless, the amount is not the problem, but what is the problem is that since teens are playing these games, who knows what is to become of their future. More electronic games are being played and there are becoming more online games. With that said, game companies are making more violent video games as well. More and more mass killings have occurred in the past where the culprit was a gamer. What does this have to say about video games. Games with violence are awful for teens; because it can be distracting from what they really should be doing, it is teaching bad values and core lessons, and is very costly to the average person.
Most of us have certainly pondered on the thought if video games truly create violent citizens, I personally believe that video games do not what so ever. One must distinguish this topic accurately and consider learning to differentiate and not have a biased or radical opinion. There have been many attempts from a number of different people who have tried to give a bad name to video games due to the simulations and realness and say that video games will create a negative environment for anyone who plays them, especially in children. Enthusiasts of video games have spent decades asserting that there is no underlying link between playing violent titles and engaging in the violent real-world behavior. Brand-new data confirms their contentions.
At its root, cognitive development is defined as “the construction of thought processes, including remembering, problem-solving, and decision-making, from childhood through adolescence to adulthood” (Rodriguez). Widespread in today’s society is the belief that fast-paced, violent video games may lead to behavioral issues amongst kids who play them. Debates about the effects these games have on kids continues to divide parents, politicians, and psychologists who specialize in the field of behavioral health. The time-honored argument that fast-paced, violent video games have negative effects on child development may be unfounded. Studies conducted by the American Psychological Association (APA) suggest that fast-paced and violent games increase cognitive skills at a faster rate than those who do not play. As a result, children see substantial increases in their communication abilities, multi-tasking, and critical thinking-which ultimately results in improved cognitive skills.