Violence in Video GamesEssay Preview: Violence in Video GamesReport this essayViolence in Video GamesAbstract:The myth that video games cause violent behavior is undermined by scientific research and common sense. According to FBI statistics, youth violence has declined in recent years as computer and video game popularity soared. Research does not claim that the increased popularity of games caused the decline, but the evidence makes a mockery of the suggestion that video games cause violent behavior. Indeed, as the U.S. Ninth Circuit Court of Appeals declared: “The state has not produced substantial evidence that violent video games cause psychological or neurological harm to minors
Violence in Video GamesEssay Preview: Violence in Video GamesReport this essayViolence in Video GamesAbstract:The stigma created by video games on adolescents and adolescents’ “misuse of them”, which is defined as “using violence to achieve personal gain or to use physical or emotional violence to achieve financial or emotional gain”, has been blamed on social media as the source of violence. Recent research points toward a causal link between the Internet and violent behavior, but not one that can be confirmed. Indeed, in a recent survey among U.S. men and women of different ages and ethnicities, almost 70% of men and more than 80% of women said that “as young as 18 they have a problem at school” when they see such physical or emotional abuse. Moreover, there is not yet any data for people of different ethnicities to compare between the experiences of online and offline violence. In a recent survey of men and women, nearly half of the men and 40% of women in the sample thought that they have experienced “extreme online” violence in the past year. Of the 47 male-identified video games respondents, 25% reported experiencing physical or mental abuse. This phenomenon is known as “cannibalism”. Studies have also shown that video games exacerbate a person’s feelings of loneliness by increasing their vulnerability to violence. While some media outlets have acknowledged the prevalence of this phenomenon, research from researchers in Europe has proved that it does nothing to reduce violent behavior among youth. Even those in schools and college halls, who often get most of these problems when they play video games, often experience violence firsthand. In fact, “online” or online violence is generally viewed as a form of victim-blaming in which an individual is perceived as being physically or emotionally vulnerable as a means to gain an advantage.
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The most commonly used term for a “video game violence” is violent “assault”. A number of studies
Violence in Video GamesEssay Preview: Violence in Video GamesReport this essayViolence in Video GamesAbstract:The stigma created by video games on adolescents and adolescents’ “misuse of them”, which is defined as “using violence to achieve personal gain or to use physical or emotional violence to achieve financial or emotional gain”, has been blamed on social media as the source of violence. Recent research points toward a causal link between the Internet and violent behavior, but not one that can be confirmed. Indeed, in a recent survey among U.S. men and women of different ages and ethnicities, almost 70% of men and more than 80% of women said that “as young as 18 they have a problem at school” when they see such physical or emotional abuse. Moreover, there is not yet any data for people of different ethnicities to compare between the experiences of online and offline violence. In a recent survey of men and women, nearly half of the men and 40% of women in the sample thought that they have experienced “extreme online” violence in the past year. Of the 47 male-identified video games respondents, 25% reported experiencing physical or mental abuse. This phenomenon is known as “cannibalism”. Studies have also shown that video games exacerbate a person’s feelings of loneliness by increasing their vulnerability to violence. While some media outlets have acknowledged the prevalence of this phenomenon, research from researchers in Europe has proved that it does nothing to reduce violent behavior among youth. Even those in schools and college halls, who often get most of these problems when they play video games, often experience violence firsthand. In fact, “online” or online violence is generally viewed as a form of victim-blaming in which an individual is perceived as being physically or emotionally vulnerable as a means to gain an advantage.
Violence in Video Games Essay (No. 1):Violence in Video Games (No. 2):
This article was published on the web site: Violence in Video Games (No. 3).
Violence in Video Games Essay (No. 4):
This article was published on the web site:
Violence in Video Games (No. 10):
This article was published on the web site:
Violence in Video Games (No. 15):
This article was published on the web site:
Violence in Video Games (No. 17):
Violence in Video Games (No: 20):
Violence in Video Games (No: 21):
Violence in Video Games (No. 22):
The most commonly used term for a “video game violence” is violent “assault”. A number of studies
Violence in Video GamesEssay Preview: Violence in Video GamesReport this essayViolence in Video GamesAbstract:The stigma created by video games on adolescents and adolescents’ “misuse of them”, which is defined as “using violence to achieve personal gain or to use physical or emotional violence to achieve financial or emotional gain”, has been blamed on social media as the source of violence. Recent research points toward a causal link between the Internet and violent behavior, but not one that can be confirmed. Indeed, in a recent survey among U.S. men and women of different ages and ethnicities, almost 70% of men and more than 80% of women said that “as young as 18 they have a problem at school” when they see such physical or emotional abuse. Moreover, there is not yet any data for people of different ethnicities to compare between the experiences of online and offline violence. In a recent survey of men and women, nearly half of the men and 40% of women in the sample thought that they have experienced “extreme online” violence in the past year. Of the 47 male-identified video games respondents, 25% reported experiencing physical or mental abuse. This phenomenon is known as “cannibalism”. Studies have also shown that video games exacerbate a person’s feelings of loneliness by increasing their vulnerability to violence. While some media outlets have acknowledged the prevalence of this phenomenon, research from researchers in Europe has proved that it does nothing to reduce violent behavior among youth. Even those in schools and college halls, who often get most of these problems when they play video games, often experience violence firsthand. In fact, “online” or online violence is generally viewed as a form of victim-blaming in which an individual is perceived as being physically or emotionally vulnerable as a means to gain an advantage.
Violence in Video Games Essay (No. 1):Violence in Video Games (No. 2):
This article was published on the web site: Violence in Video Games (No. 3).
Violence in Video Games Essay (No. 4):
This article was published on the web site:
Violence in Video Games (No. 10):
This article was published on the web site:
Violence in Video Games (No. 15):
This article was published on the web site:
Violence in Video Games (No. 17):
Violence in Video Games (No: 20):
Violence in Video Games (No: 21):
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The most commonly used term for a “video game violence” is violent “assault”. A number of studies
Do Video Games Promote Violence?Since video games first appeared on the market, parents and experts have been questioning how they will affect children in long run. More specifically, most wonder if the violence found in video games will translate to violence in real life. A number of studies have been done, supporting theories on both sides of this argument. However, when presented with the facts, one can see that video games clearly do have a bearing on violence in real life among children and even adult users.
Writer critic Chris Mercogliano, “Each year, young people view an estimated 10,000 acts of media violence. In addition, 22.4% of MTVs offerings portray overt violence, and in 80% of those highly attractive role models are the aggressors”. Other statistics confirm that, media violence, include that which is found in video games, is very prevalent in the world today. More interesting, is the facts that although this prevalence is only increasing, violent crime rates do not correlate. The Economist reports, “During the period in which gaming has become widespread in America, violent crime has fallen by half. If games really did make people violent, this tendency might be expected to show up in the figures, given that half of Americans play computer and video games” (Breeding Evil). Generally, when two statistics as large as this have no correlation, one cannot conclude that they are in any way related. In other words, the violence that reaches consumers via video games is rising, but because the crime rate is not also rising, one cannot confirm their relationship.
One aspect of video games that critics of their violence regularly dismiss is their educational value. Even the most violent video games have educational aspects in specific instances. “Games are widely used as educational tools, not just for pilots, soldiers and surgeons, but also in schools and businesses. Every game has its own interface and controls, so that anyone who has learned to play a handful of games can generally figure out how to operate almost any high-tech device. Games require players to construct hypotheses, solve problems, develop strategies, learn the rules of the in-game world through trial and error” (Breeding Evil). Video games, violence included, can help employers teach workers to perform tasks in highly intense situations. They help to make the learning situation as real as possible in all conditions. “Here the researchers take care to note that the military is now finding that the use of violent video games to desensitize recruits to the idea of killing is a very effective training technique” (Mercogliano).
Video games have routinely become a part of life in the military. Writes critic William Lugo, “According to the military, the game [Americas Army] is used as a recruitment tool. The game has been a success, not only in terms of recruitment, but also in its cost effectiveness. For example, while the military currently spends almost $4 billion annually on recruitment, it spends only $4 million annually upgrading and marketing Americas Army” . The military also has other uses for violent video games. With more and more military personnel finding the transition to the civilian world hard, violent video games can help those in the military learn what to expect in real life combat. Crucial here is the fact that soldiers fully understand why they are playing these violent games and how they differ from real life. After all, understanding of the power of video games is extremely important for both children and adult players.
This lack of understanding is what breeds criticism for many opponents to violent video games. Children who do not understand the line between the fictional video game world and the real world may very well take their violent video game skills into life. Is this the fault of the video game or the video game manufacturer? Suggesting that video games should be the voice of authority in a childs life is upsetting. Instead, it should be the parents responsibilities to monitor activity. It is also very important for children and parents to discuss the differences between video game conduct and conduct in real life. The rating systems for video games, which are ever improving, should act as a guide to help parents determine which video games are appropriate for their childrens age levels. If there are two or more children in the house using the video games, and even closer monitoring systems should come into play.
Writes Mercogliano, “Poverty, racism, inadequate parenting, and the dissolution of the family may all have more impact than violence and aggression in video games. This helps to confirm the need for stronger parenting, especially whenever violence is involved.
Critics often quote the “Bobo effect” when talking about video game violence. Writes scholar Helen Phillips, “One of the most straightforward demonstrations dates back to 1961, by Albert Bandura at Stanford University in Palo Alto, California. He showed short films to preschoolers. Half saw a man beating up a plastic clown. The other half saw more innocuous images. After watching the film the children were allowed to play with all kinds of toys, including the doll. Those who had seen the beating went and punched it, even copying details like words the clown said. The Bobo doll studies show that children will imitate violent acts in precise detail. This seems to confirm that violence in a media presentation leads to violence in real life. For children, the toy room situation was just a continuum of the fictionalized media presentation. If placed