This paper examines whether video games promote real-life violence.
Written in 2007; 938 words; 3 sources; MLA; $ 33.95
Paper Summary:
The paper explains that violence in entertainment and its effect on its audience is an issue that may never have a definitive answer. The paper discusses two articles, "Media Violence Research and Youth Violence Data: Why Do They Conflict?" by Cheryl K. Olsen and "Violent Video Games: The Newest Media Violence Hazard" by Douglas A. Gentile and Craig A. Anderson. The paper discusses their interesting and valid points on both sides of the topic. The paper relates that the ultimate responsibility lies in the hands of the parents when it comes to helping their children adjust to the societal pressures that childhood and adolescence provide. The paper discusses whether video games as part of training programs can be considered violent games. The paper demonstrates how this depends on the definition of violence which has not been explicitly identified.
From the Paper:
"Gentile and Anderson present a very interesting as well as convincing discussion of the reasons why violent video games could potentially be more harmful than violent television, however, it seems that the possibility of being able to use a violent video game as a healthy outlet for real-world frustrations and aggressions would make it difficult to accept this idea. Not only this, but because of the interactive nature of video games, it is possible that children can develop useful skills from playing the video games regardless of the violence level, whereas watching violent television is nothing more than quietly observing."
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