Video Games Violence Aggression and Term Paper

Download this Term Paper in word format (.doc)

Note: Sample below may appear distorted but all corresponding word document files contain proper formatting

Excerpt from Term Paper:


The methodology that will be employed in this study will be a desk survey of existing studies. The data complied by the studies will be analyzed, as will be the processes and methodology used in those studies. The data compilation and yield will be discussed in comparison between studies, and an attempt will be made to take the information and use it in an overall presentation that shows that the data yields produced the same outcomes, demonstrating and supporting the hypothesis of this study.

There is no need to develop tables and perform experiments when previous studies have done that, and the information that exists is pertinent to the hypothesis of this study. What does need to occur in gathering the data from other sources, is that that data needs to be coordinated and presented together here in a way that the results are more visually comparable. It should, then, be possible to use a standard methodology formula in extrapolating evidence in support of the hypothesis here.


The results will be presented not just in the form of an extrapolation of the supporting data, but in terms of the data taken from opposing studies that supposedly demonstrate that the hypothesis is flawed or wrong. The outcome of the data, and whether or not it supports or refutes the hypothesis, will depend upon the thoroughness, techniques, analysis of the data, and methodology employed by the researchers whose studies are the subject of this study.

This study could in fact demonstrate that the proposed hypothesis here is wrong, and that industry analysts who say that there is no relationship between video game violence and aggressive behavior in children, even violent crimes committed by children, are associated.


The results will be discussed in a subsequent essay section, about 6 pages, which will put the data yields and comparisons into a review format.

There is a high level of confidence that the study will demonstrate, by way of existing data and studies, that an action above and beyond merely rating video games as violent or as to their content needs to be pursued by the legal community. That there needs to be a limit placed on video game viewing, and penalties associated with distributing that material to inappropriate age groups.

Informed Consent

Is not an factor in this desk study, because it relies upon an existing body of professional studies and data, and will be an analytical process of reviewing existing data, charts, methodologies. The process being proposed circumvents the need for being concerned about the legalese of informed consent.


Dietz, T.L. (1998). An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior. Sex Roles: A Journal of Research, 38(5-6), 425+. Retrieved November 29, 2007, from Questia database:

Gillespie, T. (2000, Summer). Violence, Games & Art. Technos: Quarterly for Education and Technology, 9, 16. Retrieved November 29, 2007, from Questia database:

Heckel, R.V., & Shumaker, D.M. (2001). Children Who Murder: A Psychological Perspective. Westport, CT: Praeger. Retrieved November 29, 2007, from Questia database:

Herzfeld, N. (2004, May 4). Video Shootout: The Games Kids Play. The Christian Century, 121, 22+. Retrieved November 29, 2007, from Questia database:

Kafai, Y.B. (1995). Minds in Play: Computer Game Design as a Context for Children's Learning. Hillsdale, NJ: Lawrence Erlbaum Associates. Retrieved November 29, 2007, from Questia database:

Kerr, J.H. (2004). Rethinking Aggression and Violence in Sport. New York: Routledge. Retrieved November 29, 2007, from Questia database:

Loftus, G.R., & Loftus, E.F. (1983). Mind at Play: The Psychology of Video Games. New York: Basic Books. Retrieved November 29, 2007, from Questia database:

Newman, J. (2004). Videogames. London: Routledge. Retrieved November 29, 2007, from Questia database:

Redmond, D. (2004). The World Is Watching: Video as Multinational Aesthetics, 1968-1995. Carbondale, IL: Southern Illinois University Press. Retrieved November 29, 2007, from Questia database:

Screen Violence 'Can Harm Even Well-Behaved Children'. (2005, June 13). The Daily Mail (London, England), p. 16. Retrieved November 29, 2007, from Questia database:

Twitchell, J.B. (1989). Preposterous Violence: Fables of Aggression in Modern Culture. New York: Oxford University Press. Retrieved November 29, 2007, from Questia database:

The Video Generation; What Effects Do Games Have on Children? Opinions Differ. (2003, March 9). The Washington Times, p. D01. Retrieved November 29, 2007, from Questia database:[continue]

Cite This Term Paper:

"Video Games Violence Aggression And" (2007, November 29) Retrieved October 24, 2016, from

"Video Games Violence Aggression And" 29 November 2007. Web.24 October. 2016. <>

"Video Games Violence Aggression And", 29 November 2007, Accessed.24 October. 2016,

Other Documents Pertaining To This Topic

  • Video Games Violence and Aggression

    Video Games, Violence and Aggression The Effect of Video Games on Violence and Aggression Numerous arguments over video games primarily center on topics such as sexism, nudity, racial profiling, sex and criminal behavior as well as other provocative material. Many conflicting results have been brought out of research and study of the relation between video games and its assumed effects of violence and aggressive behavior. Here, aggression is defined as behavior intended

  • Video Game Violence and Restrictive

    It would seem that on the basis of the causation rationale that age restrictions on violent video game content is no more logically justified than other types of overly broad restrictions (Olson, 2004). In the 1950s, several instances occurred where young children watching the original Superman television series fell to their deaths after trying to emulate the star character's leaping takeoff from high-rise building windows. The series was not cancelled

  • Video Game Violence During the

    , 2000). Specifically, the fact that video games portray extremely violent actions without a human cost can lessen a person's natural response (including empathy) in addition to promoting reckless conduct in real life. It is not necessarily that teenagers consciously believe they can "do" what they see in the games the way children sometimes come to believe that they can fly. But they may absorb unconscious images that inhibit their ability

  • Speech Video Game Violence a

    There is plenty of anecdotal evidence to support this theory -- several prominent school shootings have been ostensibly linked to video game playing -- but real scientific evidence is also emerging that suggests a more subtle but similar effect. In one study, college-age participants who had spent time playing Wolfenstein 3D, a first person shooter computer game, "punished" their opponents by subjecting them to loud noises of high intensity more

  • Violence in Video Games and the Role

    Violence in video games and the role of culture. The video game industry is a multi-billion dollar industry representing about $9.9 billion dollars in retail sales in the U.S. alone in 2004 (Greitemeyer and Osswald, 2010). In this paper, video games refer to electronically controlled games played on any platform including console units, computers, internet, hand-held devices or various technology toys. In recent years, video games have redefined leisure activities among

  • Video Games and Violence in

    The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of

  • Video Games and Violence Violent

    Winning a game activates a cerebral reward center, in a way that 'teaches' players to be violent in a Pavlovian way, so the players associate acting violently with gaining a reward. This thesis has been supported by recent MRI scanning research examining the brains of children who have just played violent video games: "A new study employing state-of-the-art brain-scanning technology…say that brain scans of kids who played a violent

Read Full Term Paper
Copyright 2016 . All Rights Reserved