Violence In Video Games The Cultivation Of Term Paper

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Violence in Video Games The cultivation of violence in video games: causal or correlational?

Studies on media effects have always included the influential role that television and new media technologies such as the computer and Internet (ICTs). With the proliferation of both mass media, there is greater penetration of its content to children and the adolescent youth, who are frequent TV watchers and ICT users. Among the concerns of parents and scholars about the proliferation of this mass media is its unintended effects -- the cultivation of violence and development of violent behavior of the child through TV and ICT content. Focus is especially given to the youth who actively engage in video gaming, either through the TV, computer, or Internet. Parents and mass media research claim that video games harness an individual's violent behavior, resulting to aggressiveness and development of hostile attitude towards other people.

In this paper, the researcher intends to establish whether the claim that video games cause aggressive and violent behavior is indeed an empirical truth. The researcher has drawn from relevant literature contending that video games were causal factors resulting to violent behavior. However, a major finding from the research indicates that though there have been numerous studies linking video gaming significantly to the development of violent behavior, it was unfounded when researchers tried to determine whether this relationship was causal or not.

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This means that while violent behavior develops with video gaming, this only happens among individuals who already have aggressive behavior and inclination towards violence. This assertion is discussed with reference to the literature found on this issue.
Wagner's (2004) article on the purported violent behavior generated from video gaming illustrates children as undergoing changes in behavior towards interacting with other people. According to the author, "[a]mong the effects of violent game playing are increases in physiological arousal and physically aggressive behavior, such as hitting, kicking, and pulling clothes or hair. Studies have also shown reduction in helpful behavior among youths exposed to violent games." These claims of video gaming effects demonstrate the urgency of putting a stop to exposure to video gaming particularly to children, who are most vulnerable with the agenda-setting effects of video games.

These claims about video gaming effects, however, are negated by three researches that aimed to support the claim whether individuals exposed to video gaming develop violent behavior or not.

In a study conducted on the video gaming-violent behavior relationship, it was found that aggression becomes the "primary emotional response" during…

Sources Used in Documents:

Bibliography

Brody, M. (2001). "Playing with death." Brown University Child and Adolescent Behavior Letter, (16)11.

Gaziano, C. (2001). "Towards a broader conceptual framework for research on social stratification, childrearing patterns, and media effects." Mass Communication & Society, (4)2.

Lynne Eagle, L., S. Bulmer, and A. de Bruin. (2003). "Marketing communications implications of children's new electronic media use: a survey of parental opinions and perceptions." Journal of Marketing Communications, (9)3.

Wagner, C. (2004). "Aggression and violent media." Futurist, (38)4.


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