Behavioral and Cognitive Consciousness and Cognitive Behavior Treatment
Prelude
In this modern era, technology has made us its slave. Life has never been this flexible and convenient bringing efficiency and speed too. The technology has certainly altered our methods of communication, socializing, entertainment and maybe the way we behave. In this research paper, both popular sources and scholarly sources will be employed to discuss the possible effects of video gaming on youth. The evidence is irrefutable while the popular opinion is different and favors gaming. Video games are alleged to cause violent behavior while society believes that different factors are at play.
Video games appeared in the entertainment industry 65 years ago. It was a simple 'Cathode ray tube amusement device' completely changed the way gamers play games today. There are multiple gaming platforms. These platforms are diverse ranging from computers, video game consoles, smart phones and arcade games which host these video games. These days, the video games have combined with the technology, providing high definition graphics and sound to the gamers delivering real life experience in a virtual gaming environment.
But, now there is an elephant in the room apparently. It's becoming a controversial issue. Video games are alleged to spark violent behavior in the young generation. This issue has elevated during the past many decades. The prime concern here is that gaming sparks violence and aggression in the youth which will become visible in the society soon enough.
However, the exponents of gamers voiced that games elevate competitiveness in humans, which can cause such irrational behaviors. Gaming is not the one to blame. The results of their hypothesis were not concrete, as violence due to video games was more accepted.
Video games sparked a new interest in the government ranks, policy makers and researchers, not to mention general population. This being said, video gaming is a two way street. On the bright side, the educational video games certainly raise IQ level and teach a gamer new tricks and tips whilst providing a greater learning edge. On the dark side, the violent video gamers are bound to show more aggressive tendencies in comparison to TV and cinema. All of this started way back in the 1990's when such violent and aggressive games were introduced. Since then the children and youth took interest in such games participating actively of their own accord. This unprecedented independence wasn't available to them before. Popular games (not named) gives money for killing innocent pedestrians, hijacking police and public cars and killing whores on the streets at random by using a variety of weapons such as baseball bat, swords, flamethrowers, knives, hands and not to mention a plethora of guns. Every controversial subject has its merits and demerits. The supporters propose that gaming vents out the anger of young generation and averts them from using violence in real life. The naysayers propose that video games spark violence and feelings of anger in real life visible to society. They think that they learn a lot of violence as brain as a tendency to learn.
In this research paper, one scholarly article and three mainstream sources will be shown which voices video games as hazardous to young generation. Then, one scholarly article and three mainstream sources will refute the claim as dismissive.
Literature Review
In the words of Tiffany Kaiser of Daily Tech, 'Those who hadn't played violent video games didn't show active brain activity to violent picture (Kaiser, 2011)'. There isn't any explanation as to why there is a violent streak in video gamers. Researchers working in University of Missouri's Department of Psychology have discovered that brain less and less respondent to violence subsequent to sustained exposure to it. The researchers made use of 70 adult participants who played violent and nonviolent video games for half an hour. After the gaming session, they were asked to view pictures with relative...
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
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
violent video games do not promote violent and aggressive behavior among children, teenagers, or young adults. This hypothesis has been derived from the research that is available that disputes the claims of increased aggressiveness and violent tendencies from those who play violent video games. Previous hypotheses have suggested a link between school shootings and whether the shooter played these types of games (Ferguson, 2008, p. 25). There has been
Video games wall days. I, admit, killing, abuse women, utter destruction amazing. But ? After, people buy . But games played children. As introduction, Call Duty 2: Black Ops Parcheesi, games involve things varying degrees unpleasantness opponent's game pieces; Parcheesi pieces seldom deliver realistic- innards game board, thing. The effect of violence in video games There is presently much controversy regarding video games and the effect that they have on people, given
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
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
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