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We have over 185 essays for "Violent Video Games"

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Violent Computer Game Violence and

Words: 651 Length: 2 Pages Document Type: Thesis Paper #: 13272289

Quite to the point, television, film, pop music and video games share in common a proclivity to promote that which yields prosperity. Thus, there is little regard from the computer gaming industry for indications that "a meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults." (Anderson & Bushman, 353)

In spite of this, revenue for video game produces revolves on role-playing titles such as orld of arcraft, which promotes fantasy world combat, simulation games such as Grand Theft Auto, which glorifies violence and antisocial behavior, Halo, the simulated first-person shooter game, and Madden Football, which portrays in detail the often brutal sport of football.

Connecting absorption of such media with the commitment of violent crimes remains a challenge however. Famously, the two minors responsible for the massacre at the Columbine High School in 1999 were noted for playing such…… [Read More]

Works Cited:

Anderson, C.A. & Bushman, B.J. (2002). Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature. Psychological Science, 12(5), 353-359.

Harding, a. (2009). Violent Video Games Linked to Child Aggression. CNNHealth. Online at  http://www.cnn.com/2008/HEALTH/family/11/03/healthmag.violent.video.kids/index.html
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Do Video Games Relate to Violence

Words: 1101 Length: 4 Pages Document Type: Term Paper Paper #: 75366046

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…… [Read More]

Works Cited

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 /" target="_blank" REL="NOFOLLOW">
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Effect of Video Games on Children

Words: 2786 Length: 9 Pages Document Type: Research Paper Paper #: 84100718

Video Games on Children

Owing to the advent of digital media over the past few decades, technology has taken over many dimensions of the world and given the media a 360 degree turn by entirely switching the way it previously worked. The computer era not only changes the way transactions were done, documents were prepared, statistical tools were used and made the world global but it also changed the way sports and games were played. It converted the physical playground into a virtual one to quite a great extent and now, computer video games have become an increasingly important phenomenon of today for the entertainment of kids who now believe in virtual playgrounds (Anderson, Gentile, & Katherine E, 2007).

Analysis

Every new change brings its pros and cons with it, and he computer era was a boom towards the video game industry which is still a significant use of computers…… [Read More]

Bibliography

Franciss, M., & Subramanian, A. This Is Not Just a Game Anymore. Mumbai: Diligent Media Corporations Ltd. 2012.

Anderson, C.A., Gentile, D.A. & Katherine E. Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford University Press. 2007.

Associated Press. Monitoring video game violence - Expert's advice to. Ontario: The Guelph Mercury. 2006.

Billings Gazette, The (MT). Studies show children get hooked on addictive. The Billings Gazette 2011.
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Violence in Video Games Guiding Question Should

Words: 1052 Length: 4 Pages Document Type: Essay Paper #: 15949233

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…… [Read More]

Works 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.
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Violence in Video Games Unlike Movies Video

Words: 1662 Length: 5 Pages Document Type: Essay Paper #: 6196018

Violence in Video Games

Unlike movies, video games are not regulated by the Federal Communication Commission (FCC), which is ironic because there are a wealth of studies indicating children do not distinguish between fantasy and reality in a gaming environment (Ferguson, 2011). Simply put, the more time children, adolescents and teenagers spend playing a video game the more they see their reality as the gaming environment (Boyle, McLeod, ojas, 2008) (Hartmann, Vorderer, 2010). To argue that games are not as powerful of an influence on children is ridiculous, yet ironically the FCC regulates who can see a movie by its content alone and has refused to take action on games (Soh, Tan, 2008). In June, 2011 the Supreme Court struck down a California law that fined retailers $1,000 for each occurrence or infraction of selling or renting violent games to anyone under the age of 18 (Lemmens, Valkenburg, Peter, 2011).…… [Read More]

References

Josh Bernoff, Charlene Li. 2008. Harnessing the Power of the Oh-So-Social Web. MIT Sloan Management Review 49, no. 3 (April 1): 36-42.

Boyle, M., McLeod, D., & Rojas, H.. (2008). The Role of Ego Enhancement and Perceived Message Exposure in Third-Person Judgments Concerning Violent Video Games. The American Behavioral Scientist, 52(2), 165.

Beth Snyder Bulik (2008, May). Despite recession, video-game industry shows massive growth. Advertising Age, 79(20), 6.

Cliff Cheetham (2008, April). Marketing strategies in the gaming community.
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Violence in Video Games and the Role

Words: 1464 Length: 5 Pages Document Type: Research Paper Paper #: 26785182

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 children as studies conducted in U.S. estimated that 99% of boys and 94% of girls play video games (Whitaker and Bushman, 2009), with children age 2-7 years spending an average of 3-5 hours a week playing games, while 8th and 9th grade students spend an average of 9 hours per week (Greitemeyer and Osswald, 2010). According to Whitaker and Bushman (2009), violence in video games is also commonplace with violent content available in over 85% of video games.

The…… [Read More]

References

Anderson, C.A., & Bushman, B.J. (2002). Human aggression. Annu Rev Psychol, 53, 27-51.

Bushman, B.J., & Anderson, C.A. (2002). Violent Video Games and Hostile Expectations: A Test of the General Aggression Model. Personality and Social Psychology Bulletin, 28(12), 1679-1686.

Dill, K.E., & Dill, J.C. (1998). Video game violence: A review of the empirical literature. Aggression and Violent Behavior, 3(4), 407-428.

Funk, J.B., Buchman, D.D., & Germann, J.N. (2000). Preference for Violent Electronic Games, Self-Concept, and Gender Differences in Young Children. American Journal of Orthopsychiatry, 70(2), 233-241.
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Classical Experiment on Violence in Video Games

Words: 932 Length: 3 Pages Document Type: Essay Paper #: 77695857

Classical Experiment on Violence in Video Games

I a design a classical experiment Violence video games, Elements include: • Identify components • What research question? • What hypothesis? • How select subjects assign a group? • How conduct experiment? Describe procedures.

Design of a classical experiment on Violence in video games

Components

The game will involve the use of the following apparatus. They include;

A video game for example, a Nintendo 64 game system

Appropriate game cartridges, including one violent video game (wrestling) and one nonviolent video game (basketball). In the wrestling game, the human violence should be prevalent in that the object of the game is to punch, kick, and use blunt weapon and other wrestling moves to subdue the opponent. While, the basketball (NBA LIVE '99), game is meant to have no violence since the player is not supposed to hurt the opponent and if it happens, the…… [Read More]

References

Funk, J.B. (2005). Children's Exposure to Violent Video Games and Desensitization to Violence. Child and Adolescent Psychiatric Clinics of North America, 14(3), 387-404. doi: 10.1016/j.chc.2005.02.009

Uhlmann, E., & Swanson, J. (2004). Exposure to violent video games increases automatic aggressiveness. Journal of Adolescence, 27(1), 41-52. doi: 10.1016/j.adolescence.2003.10.004
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Brain Effects from Video Games

Words: 1216 Length: 3 Pages Document Type: Essay Paper #: 95461143

Technology has emerged and pervaded the lives of many people as it becomes more advanced and more a part of society. A good and prominent example of this is video games. Even with the leisure and perceived positive effects of video games, their effect on the brain is a cause for concern among many in the scientific and academic communities. While many of the effects could absolutely be good, there are other effects that could be bad with age and stage of brain development being important factors to keep in mind.

One factor that clearly aggravates the situation of people playing video games and it might or does affect the brain is the fact that the younger people who still have the development of their brains in motion. As such, verifying whether or not there are effects on cognition and that development of the brain structure is an important item…… [Read More]

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Correlation vs Causation Violent Video

Words: 374 Length: 1 Pages Document Type: Thesis Paper #: 24052722

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.

orks Cited

illenz, Pam. (2009). Violent video games can…… [Read More]

Works Cited

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
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Effects of Video Games on Short Term Memory

Words: 3840 Length: 12 Pages Document Type: Research Proposal Paper #: 98815860

video games have on short-term memory. esearchers normally study action games, but quest/puzzle games were also included in this study, to allow for direct comparison of different game types along with a control group. In this research, we looked at three different types of short-term memory, the visual-spatial dimension, verbal and numerical. We examined some correlations between improved memory and video game usage. However, not all of the null hypotheses were confirmed in this study, meaning that there is room for future study. In particular, it has been established that quest/puzzle games are correlated with higher visual-spatial and verbal short-term memory, but it has not been determined if differences between baseline abilities amount the study participants might have influenced this result. This, therefore, would be one avenue for future study that has been opened up. This study contributes to the growing body of knowledge with respect to the influence that…… [Read More]

References

Amladi, S., Andrist, S., Ducommun, M. & Leabo, L. (no date). Using action video games to train working memory in students with working memory deficits. University of Wisconsin-Madison. Retrieved April 22, 2016 from http://pages.cs.wisc.edu/~sandrist/pdf/MBE_FinalPaper.pdf

Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. Cyber Psychology and Behavior. Vol. 10 (4) 552-559.

Anderson, C. & Bushman, B. (2001). Effect of violent video games on aggressive behavior, aggressive cognition, aggressive affect, psychological arousal and prosocial behavior. Psychological Science. Vol. 12 (5) 353-359.

Applebaum, L, Cain, M., Darling, E. & Mitroff, S. (2013). Action video game playing is associated with improved visual sensitivity, but not alternations in visual sensory memory. Attention, Perception and Psychophysics. Retrieved April 22, 2016 from http://people.duke.edu/~mitroff/papers/13_AppelbaumCainDarlingMitroff_APP.pdf
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Positive and Negative Effects Video Games Have in Relation to Addiction Human Interaction and Violence

Words: 5997 Length: 20 Pages Document Type: Term Paper Paper #: 31230091

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…… [Read More]

References 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.
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Speech Video Game Violence a

Words: 1034 Length: 3 Pages Document Type: Thesis Paper #: 86769428



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…… [Read More]

Works Cited

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.
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Video Gaming History Advances Concerns

Words: 2783 Length: 10 Pages Document Type: Term Paper Paper #: 1464114

Additional studies show these effects last." (Ibid) the following statistics are stated in the study of Walsh, Gentile, Walsh and ennett (2005) relating to the parent's belief and the actuality as reported by their child.

Differences between parents and children reports related to video games

Parent reports

Never"

Child reports

Never"

How often does a parent/do you:

Play computer or video games with you/your child?

Talk to you about the video games you play?

Help decide what video games you may buy/rent?

Have to ask permission before playing video games?

Parent reports

Yes"

Child reports

Yes"

Does your family have rules about how much you may play?

Does your family have rules about when you may play video games?

Source: Walsh, Gentile, Walsh, & ennett (2005)

IV. The Future of Video Gaming

Positive applications for learning have emerged from video gaming capabilities. A Computer Research Association report entitled: "Cyberinfrastructure for…… [Read More]

Bibliography

Fischer, P.; Guter, S.; Frey, D.; Kubitz; J. (2007) Virtual Driving and Risk Taking: Do Racing Games Increase Risk-Taking Cognitions, Affect and Behaviors" Journal of Experimental Psychology Applied 2007 Vol. 19 No. 1 12031. American Psychological Association 2007.

Walsh, D.; Gentile, D.; Walsh, E.; Bennett, N. (2006) 11th Annual MediaWise Video Game Report Card. National Institute on Media and the Family, 28 Nov 2006. Online available at  http://www.mediafamily.org/research/report_vgrc_2006.shtml .

Ainsworth, S.; Honey, M; Johnson, WL; Koedinger, K.; Maramatsu, Pea, R.; Recker, M. And Weimar, S. (2005) Cyberinfrastructure for Education and Learning for the Future: A Vision and Research Agenda. Computing Research Association. Online available at  http://www.cra.org/reports/cyberinfrastructure.pdf 

Gaming Advances as Learning Tool: For Some Educators, Computer Games are Serious Business" eSchool News Online. Available at  http://www.eschoolnews.com/news/showStory.cfm?ArticleID=6799 .
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Are Video Games Morally Dangerous

Words: 711 Length: 2 Pages Document Type: Essay Paper #: 8406645

Video games: Are video games morally dangerous?

One of the most controversial forms of new technology is that of video games. Authors such as Grant Tavinor have lauded video games as unique pieces of 'interactive' art while opponents of video games such as Stephanie Partridge have condemned video games' violent images and the fact that they encourage the viewer to distance him or herself from the consequences of those actions. There is concern that because of their all-absorbing, interactive nature, video are uniquely 'dangerous' for the user, which for their proponents is actually what makes them so fascinating.

Tavinor clams that in additional to the artistic component of the video game experience, video games are themselves art because of their 'gaming' component. If various games such as chess have been called 'art' throughout the ages because of their use of dynamic strategy and what they demand of the viewer, why…… [Read More]

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Sexism in Video Games Video Game Characters

Words: 2311 Length: 7 Pages Document Type: Essay Paper #: 39614243

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.…… [Read More]

Works 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.
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Violence in Video Games the Cultivation of

Words: 888 Length: 3 Pages Document Type: Term Paper Paper #: 30854232

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…… [Read More]

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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Positive Effects of Video Games

Words: 1422 Length: 4 Pages Document Type: Term Paper Paper #: 44300046

For instance, an outcast child has a high possibility of gaining his/her social stand only because he/she is devoted to playing video games (Marino n.p.). In addition, as the evolution of the high-tech devices continues, the involvement of the children in playing video games gives them the high opportunity and assistance necessary in releasing their frustrations and stress in a safer manner and in a controlled environment hence a chance to manage any hostile characters rather than encouraging them. For instance, a child who do not play video games frequently, can significantly benefit from releasing stress by spending approximately 15 to 20 minutes in playing video games (Marino n.p.). Moreover, the change in technology by it self is a good thing for the children generally as there is a continual development of video games that bring new challenging tasks/characters that enhance more thinking and creativity (Robers, "positive effects of video…… [Read More]

Works cited

Marino, Jonathan. Positive effects of video games, article base. 28 March 2009. Web. 19 April

2010.

Robers, James. The positive effects of video games on children. Associatedcontent.com. 8

January 2010. Web. 19 April 2010.
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Marketing Video Games Social Psychological

Words: 2103 Length: 8 Pages Document Type: Term Paper Paper #: 23675681

e. those that are contrary to the intent of the marketing material) are taken (Wesley & Barczak 2010). Psychological knowledge has allowed this balancing act in video game marketing to be much more finely tuned than it would be otherwise.

Ethical Principles

The first three principles discussed herein relate to the efficacy of various marketing efforts, and the considerations that must be taken into account in order for marketing to reach the people intended and be responded to in the desired manner. When it comes to the ethical principles of marketing it is less about direct efficacy and more about the overall social benefit and cultural values being upheld in marketing materials and efforts. The ethics of marketing are essentially limiting factors on the types and precise design of marketing materials that can be utilized for a given product or industry, but viewing them only as limitation does not really…… [Read More]

References

Carroll, R. (2010). "Video games business and marketing,." Accessed 8 August 2010.  http://vgbm.blogspot.com/ 

Global Media. (2010). Principles of marketing. New York: Global Media.

Higgins, L. (2009). Principles of marketing. Accessed 8 August 2010. http://www.principlesofmarketing.com/

KnowThis. (2010). "Consumer buying behavior." Accessed 8 August 2010. http://www.knowthis.com/principles-of-marketing-tutorials/consumer-buying-behavior/
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Analyzing Whether Violence in the Media Contribute to Violent Behavior in Children

Words: 2749 Length: 8 Pages Document Type: Research Paper Paper #: 16407947

Violence in Media Contribute to Violent Behavior in Children?

In this day and age, the media is part and parcel of most people's lives in such a way that there is an interaction with media in different forms each day. People access media for many reasons, some of which are to gather information, to be entertained and in order to advance their education. In today's media, violence has become a common feature, raising fears of what the impact of this might be. This issue is prevalent all around the world today and has been accessed by people of all ages, races and religions. Questions have been raised as to the effect this violence has had and will have on the viewer (Hinkley, et al., 2014). Media can be accessed in various forms, including television, radios, films, games and the internet. All these mediums have a potential to affect people's lives,…… [Read More]

References

Bushman, B. J., Gollwitzer, M., & Cruz, C. (2015). There is broad consensus: Media researchers agree that violent media increase aggression in children, and pediatricians and parents concur. Psychology of Popular Media Culture, 4, 200-214. doi:10.1037/ppm0000046.

Ferguson, C. J. (2015). Does Media Violence Predict Societal Violence? It Depends on What You Look at and When. Journal of Communication 65, E1 -- E22. doi:10.1111/jcom.12129

Ferguson, C. J., Olson, C. K., Kutner, L. A., & Warner, D. E. (2014). Violent video games, catharsis seeking, bullying, and delinquency: A multivariate analysis of effects. Crime & Delinquency, 60, 764-784. doi:10.1177/0011128710362201

Greitemeyer, T., & Mugge, D. O. (2014). Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play. Personality and Social Psychology Bulletin, 40, 578-589. doi:10.1177/0146167213520459
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Violence in the Media Can Create Violent

Words: 680 Length: 2 Pages Document Type: Term Paper Paper #: 62335334

violence in the media can create violent behavior in children and teens. Many studies show that watching violent media, such as video games, films, and even the television news can cause violent behavior in children and teens, and that behavior can continue into adulthood.

Several different studies have indicated that violence in the media can produce violent and aggressive behavior in children and teens. Two researchers note, "In the past decade, media-effects researchers have progressively reached consensus that exposure to television violence can result in aggressive behavior" (Greene & Krcmar, 2005). In addition, a fifteen-year study by the American Psychological Association (APA) also showed that both men and women are affected by media violence, and that adults who watched this media as children tended to be more violent, and convicted of more violent crimes (Partenheimer, 2003). In the past decade, violence has become much more common in the media, as…… [Read More]

References

Editors. (2009). Children and media violence. Retrieved 4 Dec. 2009 from the MediaFamily.org Web site:  http://www.mediafamily.org/facts/facts_vlent.shtml .

Greene, K., & Krcmar, M. (2005). Predicting exposure to and liking of media violence: A uses and gratifications approach. Communication Studies, 56(1), 71+.

Partenheimer, D. (2009). Childhood exposure to media violence predicts young adult aggressive behavior, according to a new 15-year study. Retrieved 4 Dec. 2009, from the American Psychological Association Web site: http://www.apa.org/releases/media_violence.html.
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Exposure to Violent Media Today's

Words: 416 Length: 1 Pages Document Type: Term Paper Paper #: 14760077

People can tell the difference between a violent television show and reports of violence on the news, and are more upset by reports of real violence, even though those reports are less graphic than fictional representations. Therefore, the media does not desensitize people to violence.

Finally, while media portrayals of violence have gotten more graphic, society itself has not become more violent. On the contrary, the channels for discussing that violence have simply become more accessible. For example, the American South during slavery and Jim Crow were replete with violence against African-Americans, but, because that violence was institutionalized and acceptable, there were few media portrayals of that violence. As a greater range of behavior has become unacceptable, it has become included in reports of violence, but the upswing in reports does not necessarily correlate with an increase in actual incidents.

Violence exists in societies without violent media. In addition, viewers…… [Read More]

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Counselling Cases of Violent Children Have Become

Words: 1518 Length: 4 Pages Document Type: Reaction Paper Paper #: 43232078

Counselling

Cases of violent children have become rampant prompting a lot of research and studies directed towards unravelling the reason behind violence, some of which are extreme at such tender ages. The author gives an example of two children who launched a violent attack in their school killing a teacher and four little girls. The motive suggested for one of the child's behavior is that he was jilted by a girl. These two children were only thirteen and eleven years old. This is quite a young age for a child to exhibit such extreme violent behaviors, they were so young yet they killed with a finely honed sense of premeditation. If I was a child psychologist like the author I would definitely be inspired by this event trying to make sure I found out the exact cause of violent behaviors as such in children who are very young. The author…… [Read More]

References

Jonatha K., (1999). Savage Spawn: Reflection of Violent Children. Balantine Books.
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Videogames and Their Effect on Children

Words: 1435 Length: 5 Pages Document Type: Term Paper Paper #: 864785

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…… [Read More]

References

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
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Attractions of Violent Entertainment' Men and Boys Like it More

Words: 1938 Length: 5 Pages Document Type: Paper #: 69340202

Goldstein, Jeffrey 1999 'The Attractions of Violent Entertainment', Media Psychology, vol.1, no.3, pp. 271-282.

The core idea of this article is that majority of researchers only concern themselves with effects of violence in mass media, neglecting the question of why the audience is attracted to violent entertainment in the first place. The author describes the attractions of violent entertainment, based on a project supported by the Harry Frank Guggenheim Foundation (HFG).

This article fits into a lot of different categories on violence such as the violence in movies and video games. There is plenty of literature that dives into this subject matter but appears to tackle this subject matter. Other articles makes the point at that violence is basically the foundation of a lot of films, TV movies, and not to mention even action series. To take it even further, violence is repeatedly identical with "action." For the reason that…… [Read More]

References

Cantor, J. (., 1998. Children's attraction to violent television programming. In J.Goldstein (Ed.), Why we watch: The attractions of violent entertainment. New York: Oxford University Press.

Goldstein, J., 2009. The Attractions of Violent. Media Psychology, 34(7), pp. 271-282. .

Guttmann, A., 2008. The appeal of violent sports. In J. Goldstein (Ed.), Why we watch: The attractions of violent entertainment. New York: Oxford.
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Criminal Justice Https Secure-research-payment com Beta Writer Writer_order_detail Index A2024221 a Hypothesis

Words: 677 Length: 2 Pages Document Type: Research Paper Paper #: 55843851

In other words, if the study is inordinately time-consuming for the purpose of doing something non-academic or otherwise beneficial, is it responsible research to ask young people to participate?

G.

External validity concerns "whether results from experiments in one setting (time and place) will be obtained in other settings" (Maxfield and Babbie 122). One external concern is the use of a middle-class suburban neighborhood. If this study was done in an upper-class neighborhood, a rural neighborhood, an urban neighborhood, or a low-income neighborhood, the results might vary greatly. In terms of internal validity, the causality of aggressive video games for aggressive behavior might be difficult to prove given all the other stimuli that can potentially cause aggression in children (including violence in other media like music, television, and film, violent or aggressive living circumstances which may not be disclosed to the researcher, etc.).

H.

If boys are found to be…… [Read More]

Works Cited

Maxfield, Michael G., and Earl R. Babbie. Basics of Research Methods for Criminal Justice and Criminology. Belmont, CA: Wadsworth, 2009.
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Recreation Pros and Cons of

Words: 1474 Length: 4 Pages Document Type: Research Paper Paper #: 82036824

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…… [Read More]

References

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
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Negative Impact of Videogames on

Words: 4076 Length: 10 Pages Document Type: Research Paper Paper #: 72184598

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…… [Read More]

Bibliography

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
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Basic ANOVA Study

Words: 953 Length: 3 Pages Document Type: Research Proposal Paper #: 98220447

ANOVA Test

The focus of this proposal is to use the analysis of variance (ANOVA) to test whether the video games influence behavior. There has been a general public concern on the risk factor of video games on the youth's behavior especially children under 18 years of age. Science Daily (2013) shows that video games are the risk factors to aggression and criminal behavior. Despite this assertion, there still a paucity of valid and reliable academic research on the risk factors of video games on behavior. This proposal attempts to fill the gap by using ANOVA to test whether the video games influence behavior.

Do video games influence the aggressive or criminal behavior?

ANOVA is an appropriate statistical test for the proposal because it will be used to test for a significant difference of two means. Using the ANOVA for the proposal, the researcher will be able to produce valid…… [Read More]

Reference

Jackson, S.L. (2012). Research methods and statistics: A critical thinking approach (4th ed.). Belmont, CA: Wadsworth.

Office of the Surgeon General. (2001).Youth Violence: A Report of the Surgeon General. National Center for Injury Prevention and Control. USA.

Science Daily (2013). Violent Video Games Are a Risk Factor for Criminal Behavior and Aggression, New Evidence Shows. Science News.
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Structure CS the Advances of

Words: 1011 Length: 3 Pages Document Type: Annotated Bibliography Paper #: 49817935



There have been numerous attempts to intervene in determining the target groups for such video games by the policy makers. More precisely, legislative acts have been undertaken in several states that would limit the purchase of video games by minors (Thierer, 2003). However, such initiatives are against the First Amendment of the Constitution and were therefore rejected. Despite the fact that such an option may have reduced the number of video games purchased by minors, it may not have had the desired results largely because not all video games are violent. Indeed additional care should be provided to limit violent video games from influencing children and young adults, but the total ban of video game purchasing by minors would not have reached the desired result. Minors could have requested an adult to purchase such video games and it would have only pushed children of thinking of different methods to acquire…… [Read More]

Works Cited

Gentile, D.A. (2007). Violent Video Games as Exemplary Teachers: A Conceptual Analysis. Institute of Science and Society. Journal of Youth and Adolescence.

Rudon, T. (2011). 10 Benefits Of Video Games. Retrieved from SelfGrowth.com:  http://www.selfgrowth.com/articles/10_Benefits_Of_Video_Games.html 

Thierer, A.D. (2003, Jan 23). Regulating Video Games: Must Government Mind Our Children? Retrieved Sept 4, 2011, from Cato Institute:  http://www.cato.org/pub_display.php?pub_id=11521
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Social Psychology Analyzing a Major Issue

Words: 1871 Length: 5 Pages Document Type: Term Paper Paper #: 78425440

Media Violence

hat impact does media violence have on society? How are children affected and how are adolescents affected by violence portrayed in movies, television, video games and in other forms? This paper reviews and critiques peer-reviewed articles that address the subject of media violence from several perspectives -- and takes positions on the arguments and research presented in those scholarly articles.

There is ample empirical research available to back up the assertion that violent video games, movies and television programs have a negative impact on young people. It is the thesis of this paper that ultimately the responsibility for guidance vis-a-vis violent media is not on schools or law enforcement but in fact is on the shoulders of parents.

The Influence of Media Violence on Youth

An article in the Psychological Science in the Public Interest (Anderson, et al., 2003) flatly asserts that there is "…unequivocal evidence that media…… [Read More]

Works Cited

Anderson, Craig A., Berkowitz, Leonard, Donnerstein, Edward, Husemann, Rowell L.,

Johnson, James D., Linz, Daniel, Malamuth, Neil M., and Wartella, Ellen. (2003). The

Influence of Media Violence on Youth. Psychological Science in the Public Interest,

4(3), 81-106.
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Religious Teacher Why Do I

Words: 2108 Length: 6 Pages Document Type: Essay Paper #: 22241440

Trees take in carbon dioxide (which includes pollution in the air) and give off oxygen so we can all breathe, and so God's plan can be carried through. The teaching of values, morals, and discipline must be part of the program for a Catholic teacher, and also the involvement of parents brings the school, the Church, the children and the families together in a fellowship of learning and praying.

As was mentioned earlier in this section, involving parents in their children's learning activities is a powerful way to keep our faith strong and growing in the context of education and Christianity. This is particularly poignant because on page 9 of the "Our Catholic Schools" one of the major issues facing Catholic education is the "…inadequate home and parish involvement with schools," and we can mitigate this problem by working closely with children to get them inspired enough so they want…… [Read More]

Works Cited

Dall, Mary Doerfler. (2000). Children Discover the Mass. Notre Dame, in: Ave Maria Press.

Ontario Catholic School Graduate Expectations.

Ontario's Catholic Schools. (2007). Our Catholic Schools 2006-2007 / Summary Report.

Teacher Expectations.
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Children Exposure to Violence Through the Media

Words: 2785 Length: 8 Pages Document Type: Research Paper Paper #: 17371982

Children: Exposure to Violence Through the Media

The extent to which exposure to violence creates violent children and/or aggressive behavior is a subject which has been debated in a comprehensive manner. However, the fundamental research findings are consistent. The research continues to demonstrate that exposure to violence creates negative manifestations in the behavior of children. "While violence is not new to the human race, it is an increasing problem in modern society. With greater access to firearms and explosives, the scope and efficiency of violent behavior has had serious consequences. We need only look at the recent school shootings and the escalating rate of youth homicides among urban adolescents to appreciate the extent of this ominous trend" (Beresin, 2010). Given the fact that children are manifesting violent behavior in more and more disturbing ways, making places like schools -- previously dens of safety -- into places where children feel unsafe…… [Read More]

References

Beresin, V .E. (2010). The Impact of Media Violence on Children and Adolescents: Opportunities for Clinical Interventions. This article examines the biophysiological impact of violent images on children and how those exact dynamics work. Retrieved march 25, 2013 from  http://www.aacap.org/cs/root/developmentor/the_impact_of_media_violence_on_children_and_adolescents_opportunities_for_clinical_interventions 

Grayson-Mathis, C.E. (2005, June 10). Media violence may affect children's minds.

Offers a thorough appraisal on how violent media images impact the minds of children using relevant literature to support the case.

Retrieved from  http://www.webmd.com/parenting/news/20050610/media-violence-may-affect-childrens-minds
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Terri Schiavo's Case Is Arguably

Words: 769 Length: 2 Pages Document Type: Term Paper Paper #: 29933622

Anderson et al. (2010) conclude that indeed, violent video games do increase the likelihood for aggressive behavior. How well to deal with violent behavior remains one of the most significant challenges we face in the modern society. This is more so the case given that unlike a couple of years ago, access to weapons that could compromise public safety has today become relatively easy. We only need to look at the recent school shootings to catch a glimpse of the escalating problem of violent behavior. While blame cannot be apportioned entirely on violent video games, research has shown that the said games do indeed have an impact on violent behavior most particularly amongst children. The relevance of exploring measures available to rein in the problem in this case cannot hence be overstated.

To begin with, parents should play an active supervisory role when it comes to the purchase and utilization…… [Read More]

References

Anderson, C.A., Ihori, N., Bushman, B.J., Rothstein, H.R., Shibuya, a., Swing, E.L., Sakamoto, a. & Saleem, M. (2010). Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. American Psychological Association, 136 (2), 151-173. Retrieved from  http://www.apa.org/pubs/journals/releases/bul-136-2-151.pdf 

Hill, G. (2001). A Level Psychology through Diagrams. New York: Oxford University Press.
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Arguing Point

Words: 982 Length: 3 Pages Document Type: Term Paper Paper #: 9100208

Speech

Are Video Games to Blame for Violence and Violent Crimes in Teenagers?

Over the past few months there has been an increase in awareness of crimes and violent acts by teenagers, arguably stemming from their interactions with video games. In one particular case as reported by ABC News in September, two teenage boys in Tennessee accidentally murdered Aaron Deneau on Interstate 40 when they took a shotgun and started to recreate their own version of Grand Theft Auto 3 - a game that involves crime and gun violence. The Deneau family have filed a case against the makers of Grand Theft Auto 3, claiming that violent games like it should not be made because they encourage crime and violence in teenagers. I believe that while video games may have an affect on the people who play them, they are not solely responsible for violence in teenagers or indicative of…… [Read More]

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Meeting Class Wrote Subject Relationship Violence Media

Words: 1581 Length: 5 Pages Document Type: Essay Paper #: 19509443

meeting class, wrote subject relationship violence media (attached 'First Paper') . hen revisit thoughts, changed? How materials semester complicated, deepened, reinforced, transformed understand relationship violence media, sense matters? Draw SPECIFIC articles terms concepts materials show process development.

Violence in relationship with the media

hile society has experienced significant progress during recent years, the masses continue to be obsessed with diverse concepts such as sex and violence. The media exploits people's obsessions by using these respective concepts whenever it gets the chance to do so. hile there is much controversy with regard to the effect that this has on the masses, it is generally accepted that many have trouble filtering information and are negatively affected as a consequence of being bombarded with information promoting violence.

hile many are inclined to say that the media simply provides society with stories that have nothing to do with the real world and that cannot…… [Read More]

Works cited:

Al-Taee, Nasser, "Representations of the Orient in Western Music: Violence and Sensuality," (Ashgate Publishing, Ltd., 2010)

Andersen, Robin, "Consumer Culture and TV Programming"

Bagot, Martin, "GTA 5 torture row: Teachers slam scenes of extreme violence in most expensive game ever," Retrieved from  http://www.mirror.co.uk/lifestyle/staying-in/video-games/gta-5-torture-row-teachers-2278689 

Best, Jessica, "GTA V: Violent dad throttles girlfriend who asked him to stop playing game hours after its midnight release," Retrieved from  http://www.mirror.co.uk/news/uk-news/gta-v-violent-dad-throttles-2334297
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Culture and the Media An

Words: 696 Length: 2 Pages Document Type: Essay Paper #: 21499519

The major concern is the effect of violence, due once again, to studies that show a connection between watching violence and participating in it. For example, Bushman and Anderson (2002) conducted as study in which they determined that playing violent video games can "engender hostile expectations, leading one to expect that others will respond aggressively" (p. 1679).

The Grand Theft Auto series of video games has undoubtedly been a major instigator in the backlash against the gaming industry. Not surprisingly, most parents are not too thrilled about the idea of their children taking on the persona of a character who commits crimes to earn rewards, and runs over prostitutes so he doesn't have to pay them. There was also a major parental backlash against the PS2 game Bully before it was released, because parents assumed that it would glorify bullying. The frenzy turned out to be unfounded as the game…… [Read More]

References

Bushman, B.J., & Anderson, C.A. (2002). Violent video games and hostile expectations: A test of the general aggression model. Personality and Social Psychology Bulletin, 28, 1679 -- 1686.

Gunter, B., Harrison, J. & Wykes, M. (2003) Violence on television: Distribution, form, context, and themes, Lawrence Erlbaum Associates

Rekulak, J. & Spangler, B. (2006) Let's Paint the '90s, Quirk Books
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Media and Violence Contradicting Causes

Words: 4155 Length: 16 Pages Document Type: Term Paper Paper #: 68376205



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)

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…… [Read More]

Bibliography

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;
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Narrative Argument

Words: 2155 Length: 6 Pages Document Type: Essay Paper #: 98217307

validity, and for school administrators Goldstein's points should be discussed and debated. Goldstein suggests that without violating students' privacy rights, instructors / teachers nationwide need to be far more alert to weirdness, aggressiveness, "creepiness," Nazi-related hatefulness, "Fierce racism" and homophobia.

Students that have obsessive video game habits -- with a daily dose of violent games like "Grand Theft Auto" -- are potentially antisocial individuals that need to be watched (hiteman, 2013). There is ample evidence in the literature that impressionable young men and boys that play the most violent video games are living in a violent world of their own (Jaslow, 2013). Those working towards the prevention of homicidal violence in Germany's schools have employed anti-bullying programs and the "Leaking Project," which mirrors what Goldstein proposals; this should be studied by American school leaders (Leuschner, 2011). Also, those troubled students, known to be suffering from depression -- such as the…… [Read More]

Works Cited

Harwood, V. (2011). Connecting the Dots: Threat Assessment, Depression and the Troubled

Student. Curriculum Inquiry, 41(5), 586-593.

Klebold, S. (2009). "I Will Never Know Why." The Oprah Magazine. Retrieved January

24, 2014, from http://www.oprah.com.
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Fortnite

Words: 2816 Length: 9 Pages Document Type: Essay Paper #: Array

Abstract 
The video game Fortnite, which was originally released July 21, 2017, has become increasingly popular over the last two years.  In fact, it is not an exaggeration to say that Fortnite is the video game of the summer of 2019.  Children of all ages, but especially younger children, have spent their summers playing this video game.  However, many adults, especially older generation adults, really do not understand what the Fortnite fuss is about.  This tutorial covers the basics of Fortnite.  It answers questions like: what is Fortnite; how do you get Fortnite; how do you play Fortnite; and what is a Fortnite tracker?  It also discusses commonly used terms, such as battle royale, Fortnite skins, Fortnite costumes, and Fortnite dances.  Finally, it discusses the impact of Fortnite on society and on the development of the children who play it.  
Introduction
Even people who do not play video games…… [Read More]

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Media Consumption

Words: 4745 Length: 12 Pages Document Type: Essay Paper #: 73159402

media consumption and subsequent behaviour?

Profiling the criminal behavior of rampage perpetrators is one of the main areas of focus in the social science research community. Gender, mental health issues, social exclusion, genetic susceptibility or predisposition, and ultimately, violent media, are most of the factors that guide researchers in the field, seeking to develop broader frameworks of understanding rampage violence. Over the past three decades, 78 cases of public mass shootings have been registered by the Congressional Research Service (2013). An FI report indicated a rise in typical mass shootings, from 6.4 incidents occurring between 2000 and 2007 to an average of 16.4 incidents between 2007 and 2013 (2013). Most of these public mass shootings have been found to occur either at workplaces or at schools across the United States.

The proliferation of mass shootings over these past few decades has further brought into the public and academic's attention the…… [Read More]

Bibliography

Anderson, C.A., Berkowitz, L., Donnerstein, E., Huesmann, L.R., Johnson, J.D., Linz, D., Malamuth, N.M. And Wartella, A., 2003. The influence of media violence on youth. Psychological Science in the Public interest, 4(3), pp. 81-110.

Berkowitz, L. And Geen R.G., 1966. Film violence and the cue properties of available targets. Journal of Personality and Social Psychology, 3(5), pp. 525-530. [pdf]

Bjorkqvist, K., 1985. Violent films, anxiety, and aggression. Helsinki: Finnish Society of Sciences and Letters.

Bushmann, B.J. And Huesmann, L.R., 2001. Effects of televised violence on aggression. In D. Singer and J. Singer, eds. Handbook of children and the media. Thousand Oaks, CA: Sage Publications. pp. 223-254.
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Mayhem the Ancient Romans Had

Words: 2362 Length: 8 Pages Document Type: Term Paper Paper #: 7113851



On the other hand, parents are not the only ones who should feel responsible for the caliber of popular entertainment. At some point, the media industry must look inward and decide what kind of role it can or will take in the society. Because the media will be concerned primarily with the bottom line, we must, however, forgive any industry that chooses consciously to air and market violent media. When that media is aimed directly at children, though, a line has been crossed. The entertainment industry can and should be self-regulated regarding the promotion of violent video games, films, and television shows. Based on the fact that media violence potentially contributes to the public health issues that Bok addresses in Mayhem: increased fearfulness in the society; increased appetite for more media violence; desensitization to violence; and increased levels of aggression, the media industry and parents alike need to shoulder some…… [Read More]

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Male Child Cognitive Development the

Words: 1785 Length: 5 Pages Document Type: Thesis Paper #: 2547449

" (Anderson, et al., 2003) The study reported by Roberts, Christenson and Gentile (2003) provided a summary of a study that is unpublished but that states findings of a "positive correlation between amount of MTV watching and physical fights among third- through fifth-grade children. In addition, children who watched a lot of MTV were rated by peers as more verbally aggressive, more relationally aggressive, and more physically aggressive than other children. Teachers rated them as more relationally aggressive, more physically aggressive, and less helpful." (Anderson, et al., 2003) Anderson et al. also reports the study of Rubin, West, and Mitchell (2001) who state findings that young people listening to heavy metal music "held more negative attitudes toward women." (Anderson et al., 2003)

SUMMARY AND CONCLUSION

The male child is more likely to view violence against females as well as sexual aggression against females to be acceptable if the male child…… [Read More]

Bibliography

Gentile, D.A. And Sesma, A. (2003) Developmental Approaches to Understanding Media Effects on Individuals. Online available at  http://www.psychology.iastate.edu/~dgentile/106027_02.pdf 

Nevins, Tara (2004) The Effects of Media Violence on Adolescent Health. Physicians for Global Survival, Canada, Summer 2004. Online available at http://pgs.wemanageyour.com/wp-content/uploads/2008/03/effectsofmediaviolence_final.pdf

Anderson, C. et al. (2003) The Influence of Media Violence on Youth. Psychological Science in the Public Interest. VOL. 4, NO. 3, December 2003. Online available at  http://www.psychologicalscience.org/pdf/pspi/pspi43.pdf
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Teens and the Media One

Words: 4544 Length: 11 Pages Document Type: Research Paper Paper #: 39988476

The extreme power of this new cultural tool is the very nature -- it depends on nothing but an electronic connection. it, like many things in the modern world, is instantaneous, satisfying the 21st century need to have both dependence and independence based on our own decision or whim. Therein lies the confusion for many -- just how real is an electronic friendship that can exist without really "knowing" the person physically? How robust are virtual relationships except in the mind of those participating? and, how do we know with whom we are actually chatting or forming a bond -- could the mother of three living in Scotland be something quite different on the Internet? and, specifically, what impact might these social networks from a psychological perspective? (Gross, 2004).

Besides community, technology has changed entertainment for teens. Violence in the entertainment genre is not something that is new to the…… [Read More]

References

Ahn, J. (2011). Digital Divides and Social Network Sites: Which Students Participate in Social

Media. Jounral of Educational Computing Research, 45(2), 147-63.

Anderson-Butcher, D., et.al. (2010). Adolescent Weblog Use: Risky or Protective. Journal of Child and Adolescent Social Work, 27(2), 63-77.

Anderson, B. (1999). Imagined Communities: Reflections on the Origin and Spread of Nationalism. London: Verso Publications.
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Super violence in the Media

Words: 2194 Length: 6 Pages Document Type: Research Paper Paper #: 39034320

Super-violence is a new term that defines violence in a grand and exaggerating way. (Klare 16) Seen as an era of constant warfare and violence, it has made its way into entertainment and media. hether it is chopping the heads of people and seeing the blood from their bodies gush like champagne fountains or seeing throats slit by children, today's media has taken on a new level of violence that thanks to visual effects and special effects makeup, shows just how intense the public has become in their quest for savagery. But why does the public desire more and more violence in their stories? hat turn will this take in the future?

The recent invention and use of virtual reality just may be the way people will participate in the increasingly violent nature of media. Through virtual reality people can feel as though they are right in the middle of…… [Read More]

Works Cited

Cornell University, Are Moral Actors Moral, Or Does Moral Action Make An Actor Moral? 1st ed. Cornell University, 2016. Print.

1st ed. Cornell University, 2016. Print.

Klare, Michael T. "The Era of Super-Violence." MERIP Reports 111 (1983): 16. Web.

Lee, Tae Kyoung and Michael A. Shapiro. "The Interaction of Affective Dispositions, Moral Judgments, And Intentionality In Assessing Narrative Characters: Rationalist And Intuitionist Sequences." Communication Theory 24.2 (2014): 146-164. Web.
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Scientific Observation That Distinguish it From Our

Words: 2109 Length: 7 Pages Document Type: Term Paper Paper #: 83022137

scientific observation that distinguish it from our everyday observation are that scientific observation is conducted using precisely defined observational conditions; by performing the observations systematically and objectively; and through keeping careful and accurate records.

Scientific observation, as opposed to everyday observations, must take place within certain well-defined parameters, whether in naturalistic or laboratory settings. Furthermore, the scientist does not choose the parameters arbitrarily but rather relies on such methods as sampling to conduct the observations and experiments in a way that renders them valid. For example, if a researcher wanted to examine the effects of watching violent video games on a child's behavior, he or she would first have to determine which video games would be deemed violent, and what specific behavioral affects to look for. An everyday observation of the same phenomenon would be far less precise.

Also, everyday observation can be passive and filtered through the individual's biases…… [Read More]

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Violence in the Media Tricking the Viewers

Words: 2256 Length: 7 Pages Document Type: Paper #: 22611108

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

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…… [Read More]

Bibliography

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..
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Cultural Issues in Crimes Against Humanity

Words: 4595 Length: 10 Pages Document Type: Term Paper Paper #: 34863415

Culture that Encourages Human ights

Americans were shocked when they learned about the abuse of prisoners at Abu Ghraib. Or were they? Certainly, the media reported shock and outrage on the part of the public to the unpleasant revelations. But the outrage, if it really existed, has certainly not been a lasting outrage. The White House response to photos of young military personnel sexually assaulting and humiliating prisoners was to imply that only a few poorly supervised bad apple MPs would do such things. President George W. Bush said: "These acts do not represent the values America stands for." However, many Americans do not abhor the treatment of those prisoners at all. In fact, they think there should be more of it. "They do it to us," is commonly heard in restaurants where ordinary people discuss current events. epublican Congressman James Inhofe of Oklahoma dismissed the whole thing by saying,…… [Read More]

References

Ackerman, B. (2004). States of emergency. American Prospect, summer, 15, (9), 40.

Alloway, N. And Gilbert, P. (1998). Video game culture: Playing with masculinity, violence and pleasure. In Howard, S. (Ed.) Wired Up, London: UCL Press.

Barry, J., Hirsh, M., and Isikoff, M. with Hosenball, M. Gutman, R., Gegax, T.T., Scelfo, J., Liu, M., Nordland, R. And B. Dehghanpisheh (2004). The roots of torture. Newsweek, 24 May, 143, (21), 26-34.

Cohen, D. (2003). The American national conversation about (everything but) shame. Social Research, winter, 70, (4), 1075-1108.
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Media on Culture the Objective

Words: 1068 Length: 4 Pages Document Type: Term Paper Paper #: 56228153

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…… [Read More]

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Ranks a List of Crimes

Words: 857 Length: 3 Pages Document Type: Lab Report Paper #: 86590445

Five schools were randomly assigned to receive violent video games and five received non-violent programs. They then compared the number of violent incidents within the schools in the two groups over a 4-month period.

Experiment

Independent variable: Violent or non-violent games

Dependent variable: Number of violent incidents

c. Are panhandlers more violent at night? To find out, the researcher spends his weekends in a downtown location near bars and restaurants in a location that city leaders have described as a "problem" area. He dresses as a tourist in a loose fitting shirt and becomes one of the crowd. At the same time, he observes and compares the number of panhandling incidents, counts loud confrontations, and compares day-versus night-time.

Participant observation

Independent variable: day or night

Dependent variable: number of panhandling incidents and loud confrontations

d. Is income level related to attitudes toward stiffer sentences for gun crimes? To find out,…… [Read More]

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War Violence and the Nation

Words: 1177 Length: 4 Pages Document Type: Term Paper Paper #: 2774555

This article addresses why children and adolescents may become violent, what factors influence them, what are the signs, and what preventive measures work in society's attempts to end violence among children and adolescents. In our society today, many parents have become irresponsible, not only allowing their children to immerse themselves in violent video games and movies but also causing a lot of violent behavior among their children by having unhealthy marriages, abusing their children, and becoming alcohol and drug addicts. This problem needs to be addressed, and therefore I found it important to include into my blog.

4. http://www.parentingbookmark.com/pages/NCP03.htm

The last material I decided to include into my blog is an article by a professor of education who talks about the connection of toys to violence. This article points out that we often look at violence in media, TV, the Internet as causes of violence among Americans but we rarely…… [Read More]

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Technological vs Traditional Approaches to

Words: 2159 Length: 8 Pages Document Type: Term Paper Paper #: 95975433

As they will fully engage in the learning experience through immersion, children learn to link goals and roles.

Technology-Based Learning Techniques

DGBL's interactive learning techniques range from an general memorization to complicated, sophisticated problem. Common benefits include, but are not limited to:

Through repetition, along with feedback, students receive valuable practice.

Students learn by doing.

Students learn from their mistakes. Sometimes, when a student makes an error, he/she must return to the start and begin again.

Students experience goal-oriented learning, which in turn, motivates them to attempt to conquer their challenges.

Students engage in discovery learning and "guided discovery," along with solving problems.

Students complete task-based learning as they solve a series of increasingly, more difficult problems or challenges.

Students are offered guidance and modeling to help them learn and improve their skills.

Students reason during question-led learning sessions.

Students engage in and role-playing activities, and reflect upon actions, a…… [Read More]

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Theory Methodology and Human Development

Words: 1376 Length: 5 Pages Document Type: Dissertation or Thesis complete Paper #: 85685601

Theory Methodology and Human Development

Analyze a selected topic from a social scientific perspective by doing the following

Explain the significance of a suitable question, which you have formulated, for social scientific analysis.

The impact that video games, as a form of media entertainment, have been a matter of concern for politicians, parents, and legislators. However, the results generated from the scholarly literature are not in agreement; researchers continue to disagree about the impact that video games have on people.

Analyze three research problems (i.e., subordinate questions) that will help answer the social scientific question that you have formulated.

For purposes of this research, a quantitative research design is utilized.

Question #

What is the relationship of playing video games to increased levels of obesity?

Justification:

Walsh, Gentile, Walsh, & Bennett (2006, p. 2) found that "children who spend more time playing video games are heavier, and are more likely…… [Read More]

References:

Bergman, E.F., & Renwick, W.H. (2008). Introduction to geography: People, places and environment (4th ed.)

Brown RIF. (1991) Gaming, gambling and other addictive play. In Kerr JH, Apter MJ, eds. Adult play: a reversal theory approach. Amsterdam: Swets & Zeitlinger, pp. 101 -- 18.

Brown RIF. (1993) Some contributions of the study of gambling to the study of other addictions. In Eadington WR, Cornelius JA, eds. Gambling behavior and problem gambling. Reno: University of Nevada, pp. 241 -- 72.

Perry, J.A., & Perry, E.K. (2009). Contemporary society: An introduction to social science (12th ed.)
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violence 'sex and other things

Words: 731 Length: 2 Pages Document Type: Essay Paper #: 35139447

.....media contribute to violence?

Some research has shown that the media contributes to the emergence and exhibition of violent behavior in young people, or at least the desensitization to violence. The American Psychological Association summarizes the body of literature and claims that at the very least, extensive exposure to violent imagery can desensitize a child to violence ("Television and Video Violence," n.d.). Other research may reveal a more causal relationship between exposure to violence in the media and violent behavior. For example, a meta-analysis of 15 different studies has shown "evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior," (Kaplan, 2012). This does not mean that all people who are exposed to media violence will exhibit violent behavior or aggression, but that care must be taken when children are…… [Read More]

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TV Impact on Youth

Words: 1505 Length: 5 Pages Document Type: Term Paper Paper #: 54600338

TV & Internet

Mass media technology has become omnipresent in our society. It is not uncommon for children to now be raised with personal electronics, constant television and an overall barrage of sensory stimulus. Moreover, electronic devices are becoming the main means of communication for the younger generation, which can challenge their ability to relate to others. While many in the media have called into question the impacts of these socio-technical changes, others point the benefits that technology offers, and note that change is inevitable and the negative effects are overblown. This paper will take a look at the effects of television and Internet consumption on the young generation.

Violence

There are a number of different influences the have been hypothesized for children based on their exposure to television and the media, none more prevalent than the argument that children are exposed to much more violence throughout their childhoods than…… [Read More]

References

AAP. (2011). Children, adolescents, obesity and the media. Pediatrics. Vol. 128 (1) 201-208.

Castillo, M. (2013). Parents' TV time may be the biggest influence on kids' viewing habits. CBS News. Retrieved April 30, 2014 from  http://www.cbsnews.com/news/parents-tv-time-may-be-the-biggest-influence-on-kids-viewing-habits/ 

Donnerstein, E. (2010). The media and aggression: From TV to the Internet. University of Arizona. Retrieved April 30, 2014 from  http://www.sydneysymposium.unsw.edu.au/2010/chapters/DonnersteinSSSP2010.pdf 

Harris, J., Speers, S., Schwartz, M. & Brownell, K. (2012) U.S. food company branded advergames on the Internet: Children's exposure and effects on snack consumption. Journal of Children and the Media. Vol. 6 (1) 51-68.
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New Technologies Have Caused Big

Words: 3113 Length: 10 Pages Document Type: Term Paper Paper #: 37441979

Since the results of these efforts to date have been mixed, it is important to see if there may be some truth to these arguments concerning the harmful effects of technology-based activities such as social media on young people, and these issues are discussed further below.

The Internet and the Dumbing Down of Society

The adage that "the more things change, the more they stay the same" is no longer true according to Evgeny Morozov. riting in Prospect magazine, Morozov (2010) argues in his essay, "Losing our minds to the web" that, "The internet is damaging teenagers' brains and our ability to think. But the web's real dangers lurk elsewhere" (1). Like any other muscle, Morozov and like-minded critics of technology maintain that the Internet has caused young people's brains to weaken because they are not being "exercised" enough by traditional standards. In this regard, Morozov emphasizes that, "There's no…… [Read More]

Works Cited

Corry, G. "Issues and Ethics in the Helping Professions." 2011. Cenage Learning. Electronic. February 2011. .

Morozov, E. "Losing Our Minds to the Web." 22 June 2010. Prospect Magazine. Electonirc. February 2012. .

Richtel, M. "Growing Up Digital, Wired for Distraction." 21 November 2010. The New York Times. Electronic. February 2012. .

"United Breaks Guitars." 2010. You Tube. Electronic. February 2012. .