Thursday, March 28, 2019

Violent Video Games and Increased Aggression Essay -- Media Violence 20

Video hazards sustain been a rapidly expanding industry since their inception in the 1970s. Along with their growth feature come concerns about violent exposure games and their effects on aggressiveness and violence in young people. The endless numbers of school shootings declargon pushed this issue to the forefront. These events brought about the question do violent telecasting games realise onslaught in youth? Thats the question I bent-grass out to answer by looking at research. The research shows that on that point is a link between compete video games and increases in aggression in adolescents. What implications does this fact have ethically? It means that video game producers and distributors need to be held responsible for their releases and the way they end up in the hands of kids.Video games ar a rapidly growing industry. on that point are nearly two games sell for every household in America each year (Anders 271). The vast majority of these are sold to adults, but there is no national law that prohibits minors from purchasing violent video games. A few states have legislation pending that will prevent this, but the fact is that minors do have find to violent video games. There is a voluntary valuation system implemented by the ESRB, where games are rated based on their content. The games that are rated Mature are not supposed to be sold to anyone down the stairs seventeen and Adults Only titles, but some retailers do not lower such limitations (Anders 271). The bottom line is that minors do have price of admission to these violent games.One article points out that video games have a big impact on childrens lives and that many of the games played are violent. Researchers have found that nearly all children spend time playing video games and studies have found that 8th graders spent an average of 17 hours per week playing video games (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tambori ni 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.The shooters at columbine high school, Eric Harris and Dylan Klebold frequently played violent video games such as Doom, and Harris even created a modification for the game. The modification allowed two shooters to use a large arsenal weapons to shoot unarmed civilians (Anderson 353). Is seems eeril... ...ids, I would think double about my decision to work on the project. I would realize that video games probably more good than harm in a functional approach, but I would also take into consideration the social pact theory and ask, would I like to live in a family where people are more aggressive because of something I helped to create? I hope that I would make the right decision in that situation. kit and caboodle CitedAnders, Kelly L. Marketing and constitution Considerations for Violent Video Games. journal of Public Policy and Marketing 18 (1999) 270. Communication & Mass Media Complete. EBSCO. DePaul Library. 7 Mar. 2008. Anderson, Craig A. Bushman, Brad J. personal 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 (2001). EBSCO. DePaul Library. 7 Mar. 2008. Tamborini, Ron Eastin, Matthew S. Skalski, Paul Lachlan, Kenneth Fediuk, Thomas A. Brady, Robert. Violent Virtual Video Games and Hostile Thoughts. Journal of Broadcasting & Electronic Media (2004). EBSCO. DePaul Library. 7 Mar. 2008.

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