24 results for “Videogame Violence”.
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…
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.
Bryce, J.O., & utter, J. (2003). Gender dynamics and the social and spatial organization of computer gaming. Leisure Studies, 22(1), 1-15.
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.
Attraction to Violence in the Media
Violence on Films and in Television
Filmmakers Technique to Grab the Audience
Violence Made to Swindle the Viewers
Making Violence Funny
It is clear that one of the worthy changes in the social environment today is the advent and fullness of television. In this new setting, television, radio, videos, movies, computer networks and video games, have presumed central roles in people's day-to-day lives. Rather it be good or bad, it seems that the mass media are having some kind of a huge impact on people's standards, beliefs, and behavior. Regrettably, the consequences of one specific element of the mass media exposure has for the most part damaging effects on those that are watching' and others' health. There is much Research evidence that has been accumulating over a lot of ears that being exposed to violence on television and in video games does…
Bishop, R. A P.J., 2006. Violence. Theory, Culture & Society. Theory, Culture and Society, 23(3), pp. pp.377-385..
BJ., B., 2007. Moderating role of. Journal . Pers. Soc.Psychol, 23(4), p. 950 -- 60.
Bushman BJ, H.L., 2008. Effects of televised violence on aggression.In Handbook of Children and the Media. In: Thousand Oaks: Sage, p. 223 -- 54.
Bushman, B. A A.C., 2001. Media violence and the American public: Scientific facts vs. media misinformation. American Psychologist, 56(7), pp. pp.477-489..
Video Games and Their Effect on Children
Video Games were first introduced in the 1970s and rapidly caught on as a major leisure activity especially among children within a decade. Children these days spend more time watching TV or playing video games than any other activity save sleeping. Since video games are a relatively recent phenomenon research about its effects on children cannot be considered conclusive. However, most studies so far indicate that video games can have both positive and negative effects on children depending on the time spent in the activity and the type of video games played.
The Positive Effects
Most early researches in the effect of video games on children indicated that they had an overall positive effect on children.
Introduction to Computers
Video games were a friendly way to introduce children to the use of computers and improved their hand-eye co-ordination. Some older studies also indicated…
Cesarone, Bernard. Video Games and Children. ERIC Digest. 1994-01-00. [Available Online] December 6, 2002 from http://www.ed.gov/databases/ERIC_Digests/ed365477.html
Clements, David. "Video violence too close to the real thing." Sterling News Service [Available Online] December 6, 2002 from http://www.media-awareness.ca/eng/med/home/artvidgm.htm
Mitchell, Edna. "Video Games Visit Harvard Yard." September 1983. Antic Vol. 2, # 6.
Available Online] December 6, 2002. http://www.atarimagazines.com/v2n6/videogames.html
A in millions)
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)
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…
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;
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. hen 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…
Anderson, C., Sakamoto, A., Gentile, D., Ihori, N., Shibuya, A., Yukawa, S., . . . Kobayashi, K. (2008). Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States. Pediatrics, 1067-1072.
ESA. (2009, May). Essential Facts about the Computer and Video Game Industry. Retrieved from Entertainment Software Association: http://videogames.procon.org/ sourcefiles/essential-facts-about-the-computer-and-video-game-industry.pdf
Oskin, B. (2012, August 10). Teens and Video Games: How Much is Too Much? Retrieved from Live Science: http://www.livescience.com/22281-teens-video-games-health-risks.html
ProCon. (N.d.). Violent Video Games. Retrieved from ProCon:
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…
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
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…
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.
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 olfenstein 3D, a first person shooter computer game, "punished" their opponents by subjecting them to loud noises of high intensity more frequently and for longer periods of time than participants that had played a non-violent computer game. In the words of Dr. Craig Anderson, one of the psychologists and researchers who conducted the study, "violent video games provide a forum for learning and practicing aggressive solutions to conflict situations."
Basically, time spent playing violent video games is time spent learning life skills that could be detrimental and counter-productive in real world situations, and could even replace more socially valuable skills sets…
American Psychological Association. "Violence in the Media - Psychologists Help Protect Children from Harmful Effects." Accessed 13 July 2009. http://www.psychologymatters.org/mediaviolence.html
Gunter, Barrie. The Effects of Video Games on Children. Wiltshire: Sheffield Academic Press Ltd., 1998.
Jenkins, henry. "Congressional Testimony on Media Violence." Accessed 13 July 2009. http://web.mit.edu/comm-forum/papers/jenkins_ct.html
Kirsh, Steven J. Children, Adolescents, and Media Violence. London: Sage Publications, 2006.
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.…
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.
Children (boys especially) are predisposed to watching scenes of violence for long periods of time without feeling the need to change the program. Consequent to this, they are expected to display antisocial behavior.
Cartoons are essential in influencing children, given the fact that most seem innocent to most parents, thus preventing them from wanting to change the channel. Studies have shown that cartoons have a more negative influence on children in comparison to violence seen directly on TV. hile cartoons do not necessarily influence a violent behavior in children, they are apparently responsible for children having a decreased capacity to create neurotic connections.
Advertising is yet anther domain which catches children of guard, taking into consideration that they are less capable of ignoring advertisements. hen they are specially made for children, advertisements have an even greater influence, as they can affect their "beliefs, values, and moral norms" (Moniek Buijzen, Patti…
1. Buijzen, Moniek and Valkenburg, Patti M. "The Impact of Television Advertising on Children's Christmas Wishes," Journal of Broadcasting & Electronic Media 44.3 (2000)
2. Gunter, Barrie; Charlton, Tony; Coles, David and Panting, Charlie. "The Impact of Television on Children's Antisocial Behavior in a Novice Television Community," Child Study Journal 30.2 (2000): 65.
3. Johnson, Marilou M. "The Impact of Television and Directions for Controlling What Children View," Journal of Broadcasting & Electronic Media 45.4 (2001).
4. Reis, Raul "The Impact of Television Viewing in the Brazilian Amazon," Human Organization 57.3 (1998).
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…
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.
Pervasive Video Games as Art
The form and function of art has evolved and changed quite a bit over the years, decades and millennia. Paintings and sculpture have been artistic mainstays for much to most of the world of the civilized human race. However, with the technological revolution that has roared up over the last fifty years or so, new forms of art have bubbled to the proverbial surface. Digital technology has enhanced prior forms of art e such as photography. Beyond that, completely brand new forms have art have been created and the latter is what this report is assessing in the form of pervasive video games. The depth and breadth of this art and the effects it has on its users and fans when done will are worthy of massive study and analysis both in this report and elsewhere.
Chapter I - Introduction
Video games, at this point…
Blizzard. "World of Warcraft." World of Warcraft. http://us.battle.net/wow/en / (accessed
May 29, 2014).
Bogost, Ian. Persuasive games: the expressive power of videogames. Cambridge, MA:
MIT Press, 2007.
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…
In this article, the author describes the technological, demographic, and market forces shaping this new digital media culture and the rich array of Web sites being created for children and teens. Many nonprofit organizations, museums, educational institutions, and government agencies are playing a significant role in developing online content for children, offering them opportunities to explore the world, form communities with other children, and create their own works of art and literature. For the most part, however, the heavily promoted commercial sites, sponsored mainly by media conglomerates and toy companies, are overshadowing the educational sites. ecause of the unique interactive features of the Internet, companies are able to integrate advertising and Web site content to promote "brand awareness" and "brand loyalty" among children, encouraging them to become consumers beginning at a very early age. The possibility that a child's exploration on the Internet might lead to inappropriate content, aggressive advertising,…
Hansen, C. (2003). Catching potential Internet sex predators [Electronic Version]. MSNBC. Retrieved 27-
7-2006 at http://www.webcitation.org/5JcD9Dul1
Cassell, Justine and Cramer, Meg (2004) High Tech or High Risk: Moral Panics about Girls Online. Center for Technology & Social Behavior. online available at
Also stated in their findings was that exposure in the laboratory of video games that were 'graphically violent...increased aggressive thoughts and behavior (2000:1) Also stated in this report is that other studies conducted by Anderson and Gentile give indication that videogames "have a strong effect on aggression..." particularly in children.
3. Coleman, Loren (2004) The Copycat Effect Paraview Publishing. Online available at http://www.paraview.com/coleman/index4.htm.
According to Coleman, the copycat effect has been a result of media coverage of events such as school shootings. Coleman brings to light how media affects culture within a society.
4. The Culture of Commercialism (2006) Media Awareness Network Online available at http://www.media-awareness.ca/english/resources/educational/handouts/ethics/rr_culture_commercialism.cfm.
This work states that "advertising projects false images commercialism distorts our culture by turning every event into a reason to consume.... [and that]...advertising perpetuates stereotypes..."
5. Digital Beginnings: Young Children's Use of Popular Culture, Media and New Technologies Popular Culture and Media Literacy: Research…
To these kids playing video games is an extracurricular activity and they don't see any reason to do anything else.
The major problem with this is that the incidence of childhood obesity in the U.S. is three times higher than it was 40 years ago. esearch shows that the increased use of technology by children during leisure time has transformed play from what used to be more physically active to sedentary. Children are often engaged in an environment that exposes them to food advertisement that encourages even more caloric consumption. Despite the linkage between technology and sedentary behavior, no consistent policy exists at the federal level that articulates government's role to address this issue (Campbell, Gilmore, McGinty, Pickering and amos, 2009).
A new study shows that every hour that a child plays video games or watches television may double their risk of obesity. This is not the first study to…
Campbell, Casie, Gilmore, William, McGinty, James, Pickering, Jennifer and Ramos, Joseph.
(2009). Minimizing Technologies' Contribution to Childhood Obesity. Retrieved March 2,
2010, from Web site: http://wmgilmore.iweb.bsu.edu/technology_assessment.html
Do violent video games contribute to youth violence? (2010). Retrieved March 2, 2010, from Pro
These children also might see their own feelings of a wish to do physical harm toward another reflected in the feelings of others, the psychological term known as projection, and may be afraid or paranoid of others intentions.
Sometimes the criminal act of murder is an extension of previous anti-social acts of less serious forms of delinquency and criminality and children merely graduate to more extended and more violent and extreme forms of behaviour in the form of murder.
Anti-social behavior is rare but is often a trigger for the child, he or she does not have a clear sense of self or a clear sense of the pain he or she inflicts with his or her actions toward another. They are partly or completely disassociated from the emotionally charged elements of violence. They do not have fear, and as Lownstein states they do not often experience guilt.…
" (Miedzian, 49). Essentially, dispels the notion that evolutionary traits need to be carried through to society, particularly when the have detrimental results.
The second powerful argument that Miedzian is forced to grapple with deals with the theories of political realism. Specifically, the idea that violent and aggressive males are advantageous to society because of foreign struggles and wars. Still, she classifies this premise as false and writes, "The 'real men' who run our country are handicapped by the values of the masculine mystique to make rational foreign policy decisions.... The masculine mystique teaches men to be tough, to repress empathy, and not to let moral concerns weigh to heavily when the goal is winning." (Miedzian, 20, 33). Overall, she believes that these traits are harmful on a large scale and inevitable lead to unnecessary conflict.
Miedzian's recommendations for solving the problem she has identified are most elementally concerned with…
Miedzian, Myriam. (2002). Boys will be Boys. New York: Lantern Books.
The more violent teens might also be more apt to wear black rather than white t-shirts, but that does not mean that the act of wearing a black t-shirt makes a teen more predisposed to act violently.
The authors of another study did attempt an experiment that would suggest causation rather than mere correlation. In an experiment involving 210 college students, students who played a violent video game were more likely to 'punish' the opponent by inflicting a noise blast upon the opponent of greater intensity and for "a longer period of time" than did students who played a nonviolent video game (illenz 2009). However, the idea that inflicting a loud noise upon an opponent after playing a loud, noisy video game is analogous to committing acts of physical violence in the real world also seems like a tenuous causal argument.
illenz, Pam. (2009). Violent video games can…
Willenz, Pam. (2009). Violent video games can increase aggression. American Psychological
Association (APA). Media Release. Retrieved August 8, 2009 at http://www.apa.org/releases/videogames.html
Italy is a cultural hub of gender identity where issues of feminism and masculinism have been deeply entrenched for many years. For centuries Italy has been considered a more masculine country, though the majority of work documented related to masculinism actually is sparse. Issues of feminism and masculinity has surfaced in the workplace, where naturally access to issues such as equal employment and technology have surfaced. Gender inequality issues in Italy have in fact created a basis for the continuance of a feminism-masculinism dichotomy.
Masculinism has been defined as "the property by which humans of the male sex are defined as manly" (Noumenal, 2004). Alternatively, Simone de Beauvoir described femininity as "neither a natural nor an innate entity, but rather a condition brought about by society." This statement is more true than any other, as evidenced by gender inequality differences largely the result of the paternalistic nature of the culture…
Angier, N. 2000. "Women: An Intimate Geography." Anchor.
Barker, P. 1998. "Michel Foucault -- An Introduction." Edinburgh University Press.
Beccalli, B. 1994. The Modern Women's Movement in Italy, in New Left Review. Volume a, Issue 204: 86-112.
Boccia, M.L. 1991. "The Gender Representation." In Bono and Kemp, "Italian Feminism." Blackwell.
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.
Bornstein, Marc H., and Linda R.…
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." [email protected] 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.
Disney has been on the spotlight for the wrong reasons in the recent years because it started featuring controversial content in children's shows. Parents and the society have been annoyed by these apparent careless business media content productions. In around 2010, Disney came up with a show named "Shake it up." The theme and plot were wound around two best friends in adventure. Rocky Blue and Cece Jones were the protagonists in the show. They are working hard to become great dancers. They come into contact with Ty who also has a friend named Deuce Martinez. The new friends lead Cece and Rocky to performances in a local show named Shake It Up, Chicago" Consequently, the best friends consequently begin to experience fame and celebrity status. They have never been celebrities, so they have to learn the ropes to live with attention. They pursue raping and dancing ventures. Although the…
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…
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."
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,…Read Full Paper ❯
Sports - Women
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…Read Full Paper ❯
Attraction to Violence in the Media Violence on Films and in Television Filmmakers Technique to Grab the Audience Violence Made to Swindle the Viewers Making Violence Funny Health Concerns…Read Full Paper ❯
Video Games and Their Effect on Children Video Games were first introduced in the 1970s and rapidly caught on as a major leisure activity especially among children within a…Read Full Paper ❯
A in millions) 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…Read Full Paper ❯
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…Read Full Paper ❯
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…Read Full Paper ❯
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…Read Full Paper ❯
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…Read Full Paper ❯
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…Read Full Paper ❯
Children (boys especially) are predisposed to watching scenes of violence for long periods of time without feeling the need to change the program. Consequent to this, they are expected…Read Full Paper ❯
Drama - World
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…Read Full Paper ❯
Pervasive Video Games as Art The form and function of art has evolved and changed quite a bit over the years, decades and millennia. Paintings and sculpture have been…Read Full Paper ❯
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…Read Full Paper ❯
In this article, the author describes the technological, demographic, and market forces shaping this new digital media culture and the rich array of Web sites being created for children…Read Full Paper ❯
Communication - Journalism
Also stated in their findings was that exposure in the laboratory of video games that were 'graphically violent...increased aggressive thoughts and behavior (2000:1) Also stated in this report is…Read Full Paper ❯
To these kids playing video games is an extracurricular activity and they don't see any reason to do anything else. The major problem with this is that the incidence…Read Full Paper ❯
Lowenstein) These children also might see their own feelings of a wish to do physical harm toward another reflected in the feelings of others, the psychological term known as…Read Full Paper ❯
" (Miedzian, 49). Essentially, dispels the notion that evolutionary traits need to be carried through to society, particularly when the have detrimental results. The second powerful argument that Miedzian…Read Full Paper ❯
The more violent teens might also be more apt to wear black rather than white t-shirts, but that does not mean that the act of wearing a black t-shirt…Read Full Paper ❯
Sports - Women
Italy is a cultural hub of gender identity where issues of feminism and masculinism have been deeply entrenched for many years. For centuries Italy has been considered a more…Read Full Paper ❯
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…Read Full Paper ❯
Disney has been on the spotlight for the wrong reasons in the recent years because it started featuring controversial content in children's shows. Parents and the society have been…Read Full Paper ❯
Sports - Women
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…Read Full Paper ❯