A analysis of three studies addressing aggressive behaviour and violent video games.
Analytical Essay # 102662 |
1,821 words (
approx. 7.3 pages ) |
3 sources |
APA | 2008
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$ 35.95
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Abstract
This paper examines studies pertaining to violent video games as encouragers of aggressive behaviour. The paper explains that these studies take different approaches to the same mechanism that much previous research has asserted to exist between young people who play violent video games and observable aggression expressed in their thinking and self-expression or behaviour. The writer points out that one paper was found to be more thoughtful, varied, less reductive and more generative of new questions than the others towards reflection on what studies of this variety can produce in terms of useful or stimulating information. The writer then looks at how all three studies indicate the sway in psychology of what previous studies have found in numbers, in studies of varying quality or small differences seeming to be unanimous in correlating violent video games and user aggression. The writer concludes that many studies addressing violent video games in relation to aggression obviously point to an unspoken question as to why such aggression of sometimes very serious forms is demonstrated by many persons in North America - a society that has attained one of the highest standards of living, ever seen.
From the Paper
"A comment is made on violent media as known to produce aggressive behaviour according to various studies of different kinds. The conclusion repeats the introduction's statement on violent video games perhaps inducing automatic aggressive associations of the self. However, the reader is never quite sure what aggressive associations of the self are. One presumes that a student of a certain age has enough insight to report that, yes, he or she is aware of feeling angry or 'wired up' after interacting with a violent video game, but this need mean very little. Perhaps a student having had a difficult morning or a delayed trip to school would report that he or she also felt aggressive, or a student having had to deal with an intense, unpleasant experience of another kind. Again, is aggression anger, or anger expressed outwardly, or annoyance?"
Tags:violent, play, thoughts, desensitization, aggressiveness
Report on the direct correlation between increased violent behavior in children and the amount of violent video games viewed.
Research Paper # 32175 |
2,400 words (
approx. 9.6 pages ) |
12 sources |
2002
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$ 44.95
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Abstract
Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. Playing violent video games also decreases prosocial behavior. Laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. Video game violence has a positive effect on aggressive behavior. By reducing exposure to violence, children can reduce their outward aggressive behavior.
Tags:violent, video, games
A look at the issues surrounding violent video games.
Essay # 67692 |
1,527 words (
approx. 6.1 pages ) |
4 sources |
MLA | 2006
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$ 30.95
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Abstract
This paper discusses how violent video games should be a clear cause for concern among all American citizens, especially parents and teachers and how children are the most at-risk group for developing signs of increased aggression due to playing too many violent video games for too long. It contends that American culture is violent enough without school shootings and that psychologists and sociologists need to study the effects of video game violence more so that public policy can better reflect the needs of children and of all citizens. It concludes that, because preliminary studies show at least a correlation between violent video games and aggressive physiological response as well as emotional, mental, and physical aggression, violent video games should be banned or at least restricted.
From the Paper
"As Walsh notes, "Pong" was one of the first video games, an innocuous non-violent digital version of table tennis. Pong evolved quickly into combat games that involved the player blasting spaceships to bits or hitting creatures on the head with mallets. Some violent video games even came with toy guns in place of the joystick, so that viewers could shoot at targets physically. Nothing could be closer to inducing actual violence than a game with a gun. Many of the violent games using guns are hunting games, implying that violence against animals might also be an added concern. Today, video games are more violent than they ever have been; they have come a long way since Pong. Games like Doom and Mortal Kombat require constant killing of enemies. In many cases the imagery that accompanies the killing is gory. Blood spurts through the air and splatters on-screen. Severed limbs tremble and spew bodily fluids. Ultra-realistic settings make the viewer feel even more like he or she has been transported to another world, that the game is a semblance of reality."
Tags:aggression, killing, behavior, society, fantasy, reality, social, values
A critique of the research by N. L. Carnagey and Craig A. Anderson entitled "The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition and Behavior."
Article Review # 128287 |
760 words (
approx. 3 pages ) |
1 source |
MLA | 2010
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$ 16.95
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Abstract
This paper discusses N. L. Carnagey and Craig A. Anderson's study "The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition and Behavior" and explains that the hypothesis of the study was that rewarding violent action in a game would increase aggression in the game and possibly outside the game in real life as well. The paper further points out that the researchers also did not know if punishment of violence would decrease aggression. They wondered if punishment for violent action might not lead to frustration, which has been seen in other research to increase levels of aggressive behavior. The paper looks at how the researchers designed three experiments to answer their questions on the roles of reward, punishment, and competition and also examines the results.
Outline:
Topic
Research Model
Data Collection
Results
From the Paper
"Three versions of a competitive race-car video game were devised and played by undergrad students that were randomly assigned to each version. In one version, killing pedestrians was rewarded with points. In the second version, killing a pedestrian was punished with loss of points. A third version had no pedestrians in it and players were rewarded only for passing racetrack checkpoints. Blood pressure cuffs were placed on players' arms and BP was measured before, during, and after they played to measure arousal. Before they played, the subjects were tested for aggressive traits, as well as for their previous exposures to violent video games so that these variables could be controlled. The researchers measured aggressive affect, aggressive cognition and aggressive behavior after subjects played the games for 20 minutes. In all three versions, the same arousal was produced and did not enter into their conclusions."
Tags:aggression, frustration
A discussion of the effects of violent video games on children and their behavior.
Persuasive Essay # 115712 |
1,296 words (
approx. 5.2 pages ) |
6 sources |
APA | 2009
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$ 26.95
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This paper examines the question of whether children behave aggressively because of something genetic (nature) or whether something in the environment (nurture) causes violent behavior. In particular, the paper discusses the effect of violent video games on children and argues that violent video games do have a negative effect on children. The paper contains an annotated bibliography.
From the Paper
"The issue of nature versus nurture and which is causes violent behavior is not easy to resolve. All human beings have a capacity to be violent, especially when aroused or threatened, but most people are able to control their impulses. Boys who play violent video games are being aroused artificially by the images, music, and action of the games. The arousal is artificial because there is no threat to their physical safety. The "fight or flight" mechanism is induced. Even if only a few boys learn to be the kind of man touted in these games, the effect can be very disastrous for society. The manufacturers of violent video games are exploiting for profit the boys' need to explore their manhood. That's immoral. The companies lack a sense of social responsibility."
Tags:impulse, nature, nurture, aggression
A persuasive paper on the need to control our youth's exposure to violent video games.
Persuasive Essay # 110731 |
908 words (
approx. 3.6 pages ) |
4 sources |
APA | 2008
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$ 19.95
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Abstract
The paper discusses the trend of children playing violent video games and looks at studies that prove how the aggression impacts their mental, behavioral and emotional development. The paper reveals the limitations of measures that have been implemented in order to control the influences of video games. The paper contends that our society, including the government and parents, has failed miserably in protecting our children from these harmful stimuli. The paper therefore calls for violent video games to be completely banned for children.
From the Paper
"The video game industry has become a major source of entertainment for children and adolescents worldwide. As a consequence, children and adolescents have been spending a significant amount of time playing violent video games. The average American child spends more than 5 hours a day consuming screen media; almost as much as the time spent in school (Carnegy, Anderson & Bartholow, 2007). This includes television, films and playing video games. The average amount of time spent playing video games has nearly doubled from 26 minutes to 49 minutes per day in the past 5 years."
Tags:aggression, stimuli, brain, activity, desensitization
An assessment of three studies on the subject of violent video games in relation to expressed aggression in young people. Models and methods are discussed, assumptions, conclusions, en route to a reflective conclusion noting a few ...
Analytical Essay # 132496 |
1,500 words (
approx. 6 pages ) |
3 sources |
APA |
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$ 29.95
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Abstract
This paper provides an assessment of three studies focused on the now popular subject of violent video games in relation to expressed aggression in young people. Models and methods are discussed, and the paper also covers assumptions, conclusions, en route to a reflective conclusion noting a few defects in the pieces discussed and also perhaps more salient questions to do with violent video games and aggression of different kinds of broader cultural orientation.
From the Paper
"This paper examines studies pertaining to violent video games as encouragers of aggressive behaviour. (Uhlmann & Swanson:2004, Cicchirillo & Chory-Assad:2005, Bartholow Et Al:2006) They take different approaches to the same mechanism that much previous research has asserted to exist between young people who play violent video games and observable aggression expressed in their thinking and self-expression or behaviour. As indicated in this paper's last section, one paper was found to be more thoughtful, varied, less reductive and more generative of new questions ..."
Tags:sniper, gore, player, technology, affect
A paper which looks at various studies to determine whether violent video games lead to aggressive behavior.
Analytical Essay # 9827 |
2,737 words (
approx. 10.9 pages ) |
8 sources |
MLA | 2002
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$ 49.95
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Abstract
The paper shows that with the rise in violence among American teenagers, the media has been quick to link this trend with violent video games. The paper argues that this assumption is premature and inconclusive and looks at several studies done on the subject to prove this point.
From the Paper
"Since the tragic incident in Littleton, Colorado where two troubled young boys killed and wounded many of their classmates and themselves, our society has been looking for an answer to what happened. What would make two young boys kill other students and themselves? It is well known that the boys played video games, and Doom was a favorite. Doom is a first-player action game where the gamer makes his or her way through a series of levels killing opponents. In the search for answers, the media was quick to link the game and its violent content to the cause of what went wrong for these boys. This is too simple of an answer and is not a fair assessment of video games, at least based on current research. While research in other media has shown links between violent content and aggressive behavior, this is not true about violent video games."
Tags:doom, shooting, Resident, Evil, Super, Mario, Mortal, Kombat
A study on the effects of violent video games on youth.
Research Paper # 64079 |
3,630 words (
approx. 14.5 pages ) |
11 sources |
APA | 2006
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$ 60.95
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Abstract
This paper takes a look at both sides of the debate regarding violent video games and their effect on youth. The paper begins with the assumption that violent video games do not make youth more violent and, in fact, help youths with already violent tendencies channel their aggression in a less harmful manner. The paper thus examines the contention that playing violent video games does not have a negative affect on the behavior of the adolescent as well as the contention that youths that play violent video games do not become more violent.
Table of Content
Literature Review
Methodology
Conclusions
From the Paper
"No people before or since have so reveled in displays of mortal combat as did the Romans during the last two centuries B.C. and the first three centuries thereafter, nor derived such pleasure from spectacles in which slaves and convicts were exposed to wild beasts and killed in front of cheering spectators. Video games, one of the most prolific forms of violent entertainment in the world today, seems to pale in comparison to the brutality of the Romans. However, critics claim that video games such as Mortal Kombat, Duke Nukem, and Doom are not only inundated with violence, but that playing such games may be having a harmful effect on the youth. Senator Joseph Lieberman stated in 1998, "these games... are part of a toxic culture, that is helping to desensitize them (youths) and blur the lines between right and wrong, and encouraging some of them to commit violence," Despite this growing concern, children still seem to be spending time playing video games. Several studies have examined the impact that gaming has on individual's aggressive tendencies. Some of the research indicated that there was a relationship between playing video games and aggression, while other studies found that there was no indication of increased aggression after playing a video game."
Tags:american, culture, unstable, lacking, cohesive, community, drug, abuse, alcohol, divorce
A position paper arguing that violent video games promote violent behavior amongst its audience.
Argumentative Essay # 90556 |
1,575 words (
approx. 6.3 pages ) |
4 sources |
2006
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$ 30.95
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Abstract
Since the introduction of video games and computer games in general, there have been concerns about their possible ill effects. This paper discusses those possible ill effects, which include promoting and increasing violent and aggressive behavior, particularly in children and teenagers. The paper points out that many video and computer games have violent content. The paper also describes the objective of some of these violent games such as one-person shooter games where the object of the game is often to shoot or kill or even eat various opponents. The paper also discusses how the constant improvement in computer and Internet technology has led to graphics and content that are more complex, detailed, realistic and even more violent.
Tags:videogames, violence, computers