Video Games and Violence
The level of integration of video games into the culture of the youth in the United States could not be clearer. One estimate stated that ninety-seven percent of twelve to seventeen-year-olds played a video game in 2008 (ESA, 2009). These figures suggest that virtually everyone in that specific demographic play video games. The economic result of the demand for video gaming has resulted in over an eleven billion dollar industry (2008) which is continually expanding (ProCon, N.d.). However, many of these games contain graphic violence and sexual content that deemed in appropriate for this demographic.
It is argued that this violence in the digital world can cause a host of negative implications in real life as well. When children are exposed to violence then this can work to desensitize them to the use of violence and violence can even be perceived as an acceptable way to resolve conflicts. The debate then revolves around the protection of children from this content and the role of first amendment rights to free speech and artistic expression. This analysis will look at the debate from both sides before making recommendations as to how the future of the industry should evolve.
Video Game Violence Contributes to Youth Violence
There are many factors that can be cited to illustrate how video gaming can have a detrimental effect on children and adolescents. One is simply the time dedicated to playing the games that can contribute to the obesity epidemic and isolation between friends and family members. Adolescents...
" (Eagleheart, 2000) Eagleheart (2002) notes that violence does constitute a primary concern for children, particularly in schools. Rather than contributing video games as a cause of violence in children, she encourages educators and others to look deeper and consider that violene has goals; that the particular goal will depend on the individual. At times, goals of violence may be evident, conscious choices from a child is playing now wants. Other
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
Robert thought that this was actually very cool. He liked the idea of picking all of his favorite characters from all of his favorite games and making up his own new game. That would be so cool. And then he could make all of the characters do exactly what he wanted them to do. Like the Viking Warrior standing in his room. He could take out his laser sabre and
Dopamine is a pleasure inducing chemical that is secreted whenever an individual engages his/her mind in the playing f video games. The New brain research that was conducted years back (Bartholow, Bushman & Sestir, 2006) was the first to show that the playing of violent video games results in bad health of the players. The emphatic responses of the brain to the simulation of certain real-life violence such as shooting
Computer Games Research When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed
, 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
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