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Annotated bibliography video games cause violence
The psychological effects of violent video games and movies essay
Annotated bibliography video games cause violence
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In his article “Shooting in the Dark,” Benedict Carey argues that video games depict explicit or violent content stimulate aggressive behavior within gamers. He argues that video games like Mortal Kombat, Call of Duty, and Battlefield 3 increase aggressive urges and that exposure to these games leads to real-world hostilities. He mentions incidents like the young men who opened fire at Columbine High School and at the movie theater in Aurora, Colorado—video gamers who seemed to be acting out some “dark digital fantasy”—to uphold his position. He believes a dose of violent video games can cause people to act “more rudely” than they would otherwise. Although he describes how violent video games may stimulate aggressive or hostile behavior, Carey’s argument can be challenged because there are other factors that can influence individuals to act violent and hostile.
The article “Do Video Games Kill” written by Karen Sternheimer responds to one of the most sought-after question; are video games the cause for “young killers”? (220) Sternheimer believes the influence of video games on today’s youth maybe spiraling out of control. She focuses most of the blame on the media, politicians and the Juvenile Justice System. Sternheimer suggests that there are other factors to blame for violent behavior: poverty, the neighborhood, unemployment, family violence, divorced parents and mental illness (218). While juvenile crimes have declined, and personal backgrounds effect actions, it cannot be proven that video game violence has no to little effect on America’s youth.
A fallacy is the use of poor, or invalid, reasoning for the construction of an argument. In other words, it is an argument that makes an error in logic or assumptions that should not have been made. In the formal setting, an argument is two sides presenting their sides argument using logic and deductive reasoning. In the book “Writing Arguments,” authors John Ramage, John Bean, and June Johnson compare several fallacies. The authors describe the straw man fallacy as an argument when a writer constructs a misinterpreted version of an argument that distorts its original meaning and intentions in order to criticizes it as if it were the real argument (401).
In the last 10 years many things have changed in our life, especially after the electronic renaissance. Not only social media effects our life but video games do as well, many people believe that these games effects are bad to health, but many of these people think that these games can change people, make them go crazy or even killers, specially violent video games, they think that the game would turn into reality. Although they have point, a lot of people disagree with them. I think that video games don’t promote aggression even the violent one. The society has bigger problems to solve and comparing them to video games, I feel that the video games problem is a silly one, people kill each other because of the wrong polices, not a silly game.
“Overall, this research showed that the presumed danger of violent video game playing was largely exaggerated, at least in the eighth-graders looked at in this study. Other factors such as seeing or hearing violence at home, sensation seeking, and low parental monitoring or attachment were far more likely to predict violence in adolescents.” According to ProCon.org in the article, Do Violent Video Games Contribute to Youth Violence?, the U.S. Surgeon General’s list of risk factors for youth violence include abusive parents, poverty, neglect, neighborhood crime, being male, substance abuse and mental health problems, but not video
This proves that video games have no effect on crimes, while also proving video games are helping in some way. “The amount of violent crimes committed by juveniles decreased from 1993 (the year Doom was released) to 2003. Most of this propaganda comes from the U.S., but people forget that video games are played around the world” (Hile). Could it be that these violent video games are establishing a healthy avenue for adolescent children to relieve or release frustrations? Teenage game players have also offered their opinions on this subject, “When it comes down to it, teens are smart enough to know
For many teenagers in our world today, playing video games may be a huge part of their daily lives. In contrast, many individuals think playing violent video games will not be safe for kids. However, research has shown that video games have solved some of science’s biggest problems. Teens could someday cure diseases. Also, kids who play violent games are being “exposed” to what war may be really like.
A recent content analysis by the research organization Children Now shows that a majority of video games include violence and about half of the violent incidents would result in serious injuries or death in the "real" world. Claim1 Research involving British primary schoolchildren found that the length of time young people spend playing games, rather than their content, could have an effect on their behavior or school performance. But it concluded that fears that generations of young people are growing up with their development impaired by exposure to violent video games are no more likely to be borne out than previous “moral panics” over television and other media. Playing one-player games is not always negative if you do it moderately.
There are games that literally replicate and give people the ability to score points for doing the very same thing that these students are doing inside schools, where you get extra points for finishing someone off who’s lying there begins for their life.” ( 6) There are several ideas that say young people benefit from these violent video games “Surprisingly, playing video games can help our physical, mental, and emotional health.” It helps them to improve hand eye coordination and thinking ability. These benefits are not worth the risk of being influenced by violent video games. (7) All in all the research and officials say that violent video games affect how children, teenagers and young adults act.
Video games education is a method of teaching by using electronic games as the learning material. Teenagers from fifteen to eighteen, who have been called as “K-20 students” [1] or Net Generation since mid-1990s, playing video games as pastime leisure and expose to digital multimedia more often compare to the older generation. The issues of implementing video games education has been the subject of debate within education and sociology communities due to its appeal to contemporary students. Discussion among sociology scholars focus on the aggressive behaviour and hostility of youngsters who are involved in a video game in a great length of time and a specific type of games [2]. However, some academics argue that video game becomes an interactive learning platform of social education, especially with players verses players (PVP) games.
Violence on the internet, video games, movies, and TV has led to more aggression in people. The viewing of violent video games causes kids to become bullies. The viewing of violent video games causes kids to get used to playing them, and act more violently in real life. “
Video games lower violent behavior, help relieve stress, and do not cause social problems. Teens play video games to take their stress out instead of causing real violence. Kids acting violently towards others, they will go home and they will take their action and frustration out on the type of games they are playing. Also, while teens play online, they build up social abilities, make new friends, and connect with other kids from around the world. Parents and/or guardians always say “stop looking at that screen and stop playing video games.
Research shows that at least 83% of children in the US aged between 8-12 years are involved in video gaming once a month. This elevated number of video gaming has had its fair share of effects on its consumers. For instance, video games have positively influenced children to work together in completing various tasks, and often improve a child’s thinking capacity, especially through solving puzzles (Anderson et al, 2007). However, the contentious issue has been the effects of violent games on children, which are often negative to their well-being. In short, violent video games increase the aggressiveness of a child, and may eventually cause mental ill health.
Some researches admit that violent games may cause adolescents to become tremendous. Studies showed that video games increase psychological awakening, it could also increase aggressive behavior, emotions and thoughts and finally let teenagers lose the sense of helping others. All these effects will be carried by aggressive young people. It’s true that video games are violent, but aggressive adolescents are more likely to be more attracted to it. Some games reward players for doing violent actions, so this will affect them negatively, letting them think that violence is normal.
That is true. You will be more aggressive and violent than before after you play the violent video game, but, you won’t notice that. Although it is not true for everyone, ultimately, my point is the violent video game can contribute to youth violence. How could it be possible to let teenage crime by playing the violent video game? Are they just playing the violent