Violence in Video Games
Guiding Question: Should the government have to be involved in legislation regarding video game content?
Proof 1: Explain how First Amendment ensures freedom of speech, including video game content.
"It is not the government's job to forbid content in media. It is the responsibility of the parents to decide what their children should play.
Body Paragraph 1: Music censorship case and ratings system for video games
Body Paragraph 2: Research evidence
Body Paragraph 3: Sociological implications and blaming
The First Amendment to the United States Constitution insists that citizens of the U.S. have the right to free speech. This Amendment has been utilized by artists from a wide variety of genres and talents to preserve their right to express themselves and prevent any form of censorship. Most calls for legislation regarding censorship have actually come from the parents of America's youth. Rather than take responsibility for determining whether or not a film or…...
mlaWorks Cited:
Anderson, Craig (2003). "Violent Video Games: Myths, Facts, and Unanswered Questions."
Psychological Science Agenda.
Benedetti, Winda. (2008). "Playing the Blame Game." MSNBC. Retrieved from http://www.msnbc.msn.com/id/23204875/
Chalk, Andy. (2007). "Inappropriate Content: a Brief History of Videogame Ratings and the ESRB." The Escapist.
By examining violence and women in both Sin City and the Tekken series, one is able to see how seemingly similar representations of gender and violence actually create wildly different meanings depending on the particular medium. While Sin City and Tekken participate in the visual language of gender, when it comes to the relationship between gender and violence, Sin City focuses on the victimization of women's bodies at the hands of men while Tekken disavows any connection between the violence committed and the gender of those committing it. This analysis reveals an important distinction between violence committed by or against gendered individuals and violence committed because of gender, because as Tekken demonstrates, the former situation actually offers the possibility for a more expansive representation of gender.
eferences
Bryce, J.O., & utter, J. (2003). Gender dynamics and the social and spatial organization of computer gaming. Leisure Studies, 22(1), 1-15.
Funk, J.B., Baldacci, H.B., Pasold,…...
mlaReferences
Bryce, J.O., & Rutter, J. (2003). Gender dynamics and the social and spatial organization of computer gaming. Leisure Studies, 22(1), 1-15.
Funk, J.B., Baldacci, H.B., Pasold, T., & Baumgardner, J. (2004). Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization? Journal
of adolescence, 27(1), 23-39.
Namco Bandai (2009). Tekken 6 [videogame]. Tokyo: Katsuhiro Harada.
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Current in millions)
Provided by Federal ureau of Investigation as of September 18, 2006. www.whitehouse.gov/goodbye/3ae6b1ac94aa97e6650780f280890a7c81100e47.html"
CHART: National Correctional Populations
National Correctional Populations
The number of adults in correctional population has been increasing.
A in millions)
Current million in millions)
Provided by ureau of Justice Statistics as of November 30, 2006. (Social Statistics riefing Room, 2006)
More Statistics
Violence in the Media
Huston and colleagues have estimated that the average 18-year-old will have viewed 200,000 acts of violence on television (Huston, a.C., Donnerstein, E., Fairchild, H. et al. ig World, Small Screen: The Role of Television in American Society. Lincoln, NE: University of Nebraska Press, 1992.)
41% percent of American households have three or more televisions (Nielsen Media Research, 2000).
56% of children ages 8-16 have a television in their rooms (Annenberg Public Policy Center, 2000. Media in the Home 2000)
Percentage of television-time children ages 2-7 spend watching alone and unsupervised: 81 (Kaiser Family Foundation, 1999. "Kids and Media @ the…...
mlaBibliography
Alter, Jonathan. "Moving Beyond the Blame Game. (Panel Discussion)," Newsweek, May 17, 1999.
Beyer, John. "PERSPECTIVE: How movie and TV violence hits children; Is there too much violence on television and is it time to curb it? John Beyer, director of the organization mediawatch-uk argues that media viol," Birmingham Post, March 21, 2007.
Chatfield, Joanne E.. "Influence of Media Violence on Children." American Family Physician, February 15, 2002.
Children's Hospital Boston. "Teen-Rated Video Games Loaded With Violence;
Computer Games esearch
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 about the impact of these games, especially ones of a more violent nature, on physical and psychological development. At the crux of the debate is the question of whether they are detrimental to a young person's health. There are specific concerns about such factors as aggression, addiction, criminal activity, obesity and reduced academic achievement.
Studies thus far show both positive and negative results from playing video and PC games. Some research finds that the playing or observing of violent games does…...
mlaReferences Cited
Anderson, C.A., and K.E. Dill "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality and Social Psychology, 2000, 78, 772-790.
Ask, A., Autoustinos, M., and A.H. Winefield, "To kill or not to kill: Competitive aggression in Australian adolescent males during videogame play." Children in the New Media Landscape. C. van Feilitzen and U. Carlsson (Eds.). Goteborg, Sweden: UNESCO International Clearinghouse on Children and Violence on the Screen, 2000.
Bowman, R.P. And J.C. Rotter. "Computer games: Friend or foe?" Elementary School Guidance and Counselling, 1983, 18, 25 -- 34
Calvert, S.L., and S. Tan, (1994). "Impact of Virtual Reality on Young Adults' Physiological Arousal and Aggressive Thoughts." Journal of Applied Developmental Psychology, 1994, 15, 125-139.
Sexism in Video Games
Video game characters are iconic in youth popular culture. Their influence goes far outside of the realm of the game, so that even youth who do not play games are exposed to video game characters. For example, it is common for products to use video game characters in their marketing campaigns when targeting young adults. Moreover, it is not unusual for there to be an overlap between video games and other forms of popular culture. Video games may be spun off into books, cartoons, films, and television shows. There is nothing inherently wrong with the presence of video game characters in so much youth-oriented popular culture. However, while video games may seem like harmless fun, it is important to understand the content of those video games and the message that content sends to young players, in order to understand the potential negative impact of these games.
Concerns about…...
mlaWorks Cited
Cass Communications. "Student Robert Parungao Finds Video Games Rife with Stereotypes."
Arts Wire. 13 May 2010. Web. 6 Dec. 2011.
Dill, Karen. "Do Anti-Social Video Games Foster Sexism and Violence against Women?
Research on Sexist and Pro-Rape Attitudes among Gamers." Wordpress. 2008. Web. 6 Dec. 2011.
Bond no longer needs to rely on the past glories of the British empire to justify his disregard for local sovereignty and governance, because the omnipresent threat of terrorism serves as justification enough. Highlighting this point is the fact that the man Bond kills at the embassy is a freelance bomb-maker, the kind of ideology-free terrorist par excellence, at least when it comes to villains one can kill without many ethical qualms. Put simply, the all-encompassing need to defeat terrorism, as advanced by the United States and adopted by its allies (including Great Britain), serves to justify any act, whether one is talking about the kidnapping and torture of detainees in real life or the extraterritorial murder of someone in a foreign embassy in Casino Royale.
Charting the use of extraterritoriality in James Bond stories, across media platforms and through time, demonstrates how the character functions as a kind of…...
mlaWorks Cited
Campbell, Martin, dir. Casino Royale. 2006. Film.
EA Redwood Shores. James Bond 007: Everything or Nothing. Electronic Arts, 2003. Xbox,
Playstation 2, Gamecube.
Fleming, Ian. Diamonds Are Forever. New York: Random House, 2012.
while the parents were asked to complete the Conners' Parent Rating Scale (CPRS). This helped the researchers obtain information regarding the behavioral abnormalities, hyperactivity, inattention, ADHD, etc.
Statistical analysis of the gathered information clearly revealed an increase in inattentive behavior (p ? 0.001 for both Internet and console video games) and ADHD (p = 0.018 and 0.020 for console and Internet games, respectively). The researchers also concluded that students who engaged in video gaming for more than an hour showed significantly lower academic performance with (Grade point average (GPA), p = 0.019 and 0.009 for console and Internet games, respectively). The association between the time spent on playing video games and the YIAS (p < 0.001), was clearly evident indicating the development of video game addiction among the subjects who played for more than one hour daily [Philip and Terry, (2006)]. This study shows that children playing video games may…...
mlaBibliography
1) Online Education, 'Video game Statistics' Accessed Mar 26th 2010, available at, http://www.onlineeducation.net/videogame/
2) NIMF, 'Effects of Video game playing on Children', Accessed Mar 26th 2010, available at, http://www.mediafamily.org/facts/facts_effect.shtml
3) Jerald J. Block, M.D., 'Issues for DSM-V: Internet Addiction', Am J. Psychiatry
165:306-307, Mar 2008, Available online at, http://ajp.psychiatryonline.org/cgi/content/full/165/3/306
In Japan anime may be given the rating of PG-13 however that same anima in the United States may be considered mature. It is evident though this genre has proven to be popular and continues to grow there are discrepancies between the perceptions of American and Japanese parents alike. It is evident through research that there is and will continue to be a fine line between parenting cultures in Japan and in the United States. It becomes easy to say that though anime may be more that American parents have bargained for the material is not beyond what can be seen as usual in Japan. The parental issues in Evangelion are not directly dealt with; this is congruent with some aspects to Japanese cultures where these issues are seen as weakness and therefore are hidden and dealt with internally or in private.
ork Cited
Bornstein, Marc H., and Linda R. Cote.…...
mlaWork Cited
Bornstein, Marc H., and Linda R. Cote. "Mothers' Parenting Cognitions in Cultures of Origin, Acculturating Cultures, and Cultures of Destination." Child Development 75.1 (2004): 221-235.
Bornstein, Marc H., et al. "A cross-national study of self-evaluations and attributions in parenting: Argentina, Belgium, France, Israel, Italy, Japan, and the United States." Developmental Psychology 34.4 (1998): 662-676. PsycARTICLES. EBSCO. Web.
Gardiner, Debbi. "Anime in America." J@pan Inc. 39 (2003): 14. MasterFILE Premier. EBSCO. Web.
Hasebe, Yuki, Larry Nucci, and Maria S. Nucci. "Parental control of the personal domain and adolescent symptoms of psychopathology: a cross-national study in the United States and Japan." Child Development 75.3 (2004): 815-828. MEDLINE with Full Text. EBSCO. Web.
Speed (NFS), the popular racing game that has arrived, I think, at its eighth version already (without mentioning sidetracks such as Need for Speed Underground). The game is highly successful and it incorporates what we may refer to as "role-playing," although not in the meaning generally associated with another category of videogames.
First of all, Need For Speed is not about driving, but about racing, something we all must enjoy doing once in a while, because it is on the edge and, perhaps, also because it is illegal. It is still illegal in the game, with cops chasing you when you pass the legal limit, however, as the greatest advantage of any videogame, even if you are caught, nothing happens to you in real life.
So, as a first observation, NFS was created as a predictable reaction to the outside restrictive environment (we will see later on whether there are any…...
307).
Yet American Girl dolls, perhaps because of their expense but also because of their reliability seldom provoke such mutilation. "I have to confess -- I have an emotional connection to this brand," admitted one adult, female NPR commentator, reviewing the film, stating that it was impossible for her to give an objective review of "Kit Kittredge, American Girl" because of her own love of the Kristen doll, as a girl, a doll that had traveled far from Sweden to settle in colonial America (Baker 2008). "She has the same name as me...I like playing with them [better than Barbies] because they're more like me," said an eleven-year-old interviewed by the NPR reporter, explaining why she adored the brand and couldn't wait to see the film
Even while some might be cynical about the fact that "a Kit doll, complete with book and accessories, will currently run you $105" and the spin-off…...
mlaWorks Cited
American Girl Official Website. December 5, 2008 http://www.americangirl.com/
Baker, Jesse. "Kit Kittredge: An American Girl." June 19, 2008. http://www.npr.org/templates/story/story.php?storyId=91680901
Catsoulis, Jeanette. "Wholesome life lessons for budding Reporter. The New York Times. June 29, 2008. December 5, 2008 http://movies.nytimes.com/2008/06/20/movies/20kitt.html?ref=movies
Chin, Elizabeth. "Ethnically Correct Dolls: Toying with the Race Industry."
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