Video Games Violence And Aggression Research Proposal

PAGES
2
WORDS
580
Cite

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 to harm another individual who is motivated to avoid that harm. Emotion, effect, or aggressive thought, plan or wish are not included .This means it includes attempts to harm regardless of if the harm was committed or not. Violence on the other hand is refers to extreme forms of aggression, such as assault and murder. In essence, all violence is aggression but the reverse is not true.

Literature Review

According to Anderson & Ford, 1986, Ballard & Wiest 1995, playing violent video games does indeed...

...

Similarly, Cooper & Mackie, 1986 Graybill, Kirsch & Esselman, 1985 claim there is no relation between the two. Even though Dill and Dill's (1998) deductive literature review claimed that a causal relationship existed between playing video games and aggression, they later published in their journal in another review (Griffiths,1999) that methodological incapacities in literature prevented a clear conclusion. These reviewers agree that many of the research tasks have been inconsistent. John L. Sherry (Ph.D, Michigan State University, 1998) research deduced that video games do indeed relate to changes aggression and violence levels but only with other independent variables playing a part.
Hypotheses

Playing violent content video games does result in increased aggression and violence. This is based on theories connected to violent television viewing that result in social learning, neo-associative networks, stimulation and catharsis. Violence…

Cite this Document:

"Video Games Violence And Aggression" (2012, May 30) Retrieved April 25, 2024, from
https://www.paperdue.com/essay/video-games-violence-and-aggression-111254

"Video Games Violence And Aggression" 30 May 2012. Web.25 April. 2024. <
https://www.paperdue.com/essay/video-games-violence-and-aggression-111254>

"Video Games Violence And Aggression", 30 May 2012, Accessed.25 April. 2024,
https://www.paperdue.com/essay/video-games-violence-and-aggression-111254

Related Documents

Methodology 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

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

, 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

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

Video Games and Violence in
PAGES 10 WORDS 3864

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

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