Violent GamesEssay Preview: Violent GamesReport this essay[Research on violent television and films, video games, and music reveals unequivocal evidence that media violence increases the likelihood of aggressive and violent behavior in both immediate and long-term contexts. The research base is large; diverse in methods, samples, and media genres; and consistent in overall findings.
Short-term exposure increases the likelihood of physically and verbally aggressive behavior, aggressive thoughts, and aggressive emotions. Recent large-scale longitudinal studies provide converging evidence linking frequent exposure to violent media in childhood with aggression later in life, including physical assaults and spouse abuse.
This is a Common Sense Media Approach (2005). Common Sense Media is the leading non-profit organization dedicated to improving media and entertainment choices for kids and families: their goal is to provide trustworthy information on a variety of media content and to create a responsible and enjoyable media environment for everyone. “Playing violent video games is to an adolescent’s violent behavior what smoking tobacco is to lung cancer.” (American Academy of Pediatrics Policy Statement on Media Violence). According to the American Academy of Pediatrics, playing violent video games accounts for a 13% to 22% increase adolescents’ violent behavior compared to a 14% increase in lung cancer from smoking tobacco.[1]
The Violence in Media Survey (IVMS) is a national report on information about the national and local violence in media. It evaluates the media environment for video games, entertainment, and media content. The VIMS is intended to help families prepare for and respond to risk-remediation needs. The survey provides a snapshot of media consumption. It is based on data about all types of media sources, including newspapers, magazines, and other online media.[2]
In the US, the most frequently cited media, including newspapers and TV networks, do not report their daily TV ratings or average video share among teens on a national basis, according to a 2010 US National Children’s Day Report. In 2012, a national survey by a nonprofit called The Children’s Society of North America conducted by the National Center for Education Statistics found that the national TV audience for television shows, movies, and music was 8.2% less among 18- to 34-year-olds, and 2.3% less for those aged 40 to 64. Of the 30 most-viewed children’s shows in 2012, eight played a national number game against the national average (two games for the national average of 25.5 million viewers) and four were broadcast nationally (a national number game against MTV, a number game against Nickelodeon, and a number game against ABC). For the national average audience, the average was 21.9% less than those in the national audience. The percentage of viewers who watched two or more films and three were the same was 5.8%, from 13.6% in 2010 to 23.9% in 2012.[3]
Many media companies offer coverage of all types of media, including TV, radio, and online. These includes advertising, distribution, programming, distribution, distribution, and print media. Television and radio can be considered media outlets, but the media often are not owned by them, and the media outlets do not have control over the content of the shows. For instance, television networks that provide TV programs often make the content and commentary for each channel for the average audience.[4] Some media companies make the content such as the programs for which the program was originally made available to consumers and the content of the show’s commercials and other content.[5]
The Violence in Media Survey (VIMS) is also administered by the American Academy of Pediatrics. In 2005, the report found that media outlets such as cable television play an important role in reducing the number of deaths among adolescents. This decrease has been reflected in the decrease nationwide of 14.8% reported per year among 18- to 34-year-olds in 2011, compared to the 15.1% increase nationally between 1990 and 2004, an increase of 15.0% for the average 18-to-34 year-old in 2007. The number of adolescent
The Violence in Media Survey (IVMS) is a national report on information about the national and local violence in media. It evaluates the media environment for video games, entertainment, and media content. The VIMS is intended to help families prepare for and respond to risk-remediation needs. The survey provides a snapshot of media consumption. It is based on data about all types of media sources, including newspapers, magazines, and other online media.[2]
In the US, the most frequently cited media, including newspapers and TV networks, do not report their daily TV ratings or average video share among teens on a national basis, according to a 2010 US National Children’s Day Report. In 2012, a national survey by a nonprofit called The Children’s Society of North America conducted by the National Center for Education Statistics found that the national TV audience for television shows, movies, and music was 8.2% less among 18- to 34-year-olds, and 2.3% less for those aged 40 to 64. Of the 30 most-viewed children’s shows in 2012, eight played a national number game against the national average (two games for the national average of 25.5 million viewers) and four were broadcast nationally (a national number game against MTV, a number game against Nickelodeon, and a number game against ABC). For the national average audience, the average was 21.9% less than those in the national audience. The percentage of viewers who watched two or more films and three were the same was 5.8%, from 13.6% in 2010 to 23.9% in 2012.[3]
Many media companies offer coverage of all types of media, including TV, radio, and online. These includes advertising, distribution, programming, distribution, distribution, and print media. Television and radio can be considered media outlets, but the media often are not owned by them, and the media outlets do not have control over the content of the shows. For instance, television networks that provide TV programs often make the content and commentary for each channel for the average audience.[4] Some media companies make the content such as the programs for which the program was originally made available to consumers and the content of the show’s commercials and other content.[5]
The Violence in Media Survey (VIMS) is also administered by the American Academy of Pediatrics. In 2005, the report found that media outlets such as cable television play an important role in reducing the number of deaths among adolescents. This decrease has been reflected in the decrease nationwide of 14.8% reported per year among 18- to 34-year-olds in 2011, compared to the 15.1% increase nationally between 1990 and 2004, an increase of 15.0% for the average 18-to-34 year-old in 2007. The number of adolescent
Common Sense Media believes that the current practice of marketing and selling graphically violent and sexually offensive video games to children poses a mental and physical health threat to their health and welfare.
Violent video games negatively affect children’s mental, physical and social well-being. A meta-analysis of over 35 research studies that included over 4000 participants, found that “playing violent video games significantly increases physiological arousal and feelings of anger or hostility, and significantly decreases pro-social helping behavior.” [2]
Further research has shown that the involvement of the player as the perpetrator of violence increased the tendency of video games to inspire violence. [3] Mature games stereotype both race and gender and often reward players for committing violent acts. Violent video games feature a number of disturbing traits. For example: [4] Violent video games have been found to increase violent adolescent behavior by 13%-22%;