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Search results on "AGGRESSIVE BEHAVIOR VIOLENT VIDEO GAMES":

Term Paper # 102662 SHOPPING CART DISABLED
Aggressive Behavior and Violent Video Games, 2008.
A analysis of three studies addressing aggressive behaviour and violent video games.
1,821 words (approx. 7.3 pages), 3 sources, APA, $ 58.95
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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?"
Term Paper # 32175 SHOPPING CART DISABLED
Violent Video Games Do Effect Aggressive Behavior, 2002.
Report on the direct correlation between increased violent behavior in children and the amount of violent video games viewed.
2,400 words (approx. 9.6 pages), 12 sources, $ 89.95
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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.
Term Paper # 9827 SHOPPING CART DISABLED
Violent Video Games and Aggressive Behavior, 2002.
A paper which looks at various studies to determine whether violent video games lead to aggressive behavior.
2,737 words (approx. 10.9 pages), 8 sources, MLA, $ 81.95
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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."
Term Paper # 67692 SHOPPING CART DISABLED
Violent Video Games, 2006.
A look at the issues surrounding violent video games.
1,527 words (approx. 6.1 pages), 4 sources, MLA, $ 50.95
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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."
Term Paper # 59702 SHOPPING CART DISABLED
Violent Online Video Games.
This paper is a research proposal to study the effect of violent Online video games on adolescent behavior.
14,570 words (approx. 58.3 pages), 165 sources, APA, $ 249.95
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Abstract
This paper explains that the video game industry is the fastest growing entertainment industry and second only to music in profitability, but there is concern regarding the link between violent video games and a number of negative behaviors in children and adolescents who play them. The author lists the goals of this research project, which are (1) to study the violence level of adolescents who regularly play on-line video games, (2) to examine the relationship between violent on-line game exposure and violence level of adolescents, and (3) to recommend ways to reduce the effect of violent online video games on adolescents. The paper reports that this research will use a confidential email questionnaire drawn from a sample population of participants from online game centers in Hong Kong, soliciting their video game usage and opinions about how it affects them. Illustration and graph.

Table of Contents
Introduction
Statement of the Problem
Aims of the Research
Hypotheses
Literature Review
Myths and Facts
The Online Gaming Industry
The Atmosphere of an Online Gaming Center
Effects of Violent Online Games
Risk and Protective Factors for Youth Violence
Theoretical Perspectives
Methodology
Ethics
Participants
Design and Materials
Procedure
Survey Instrument
Sample and Implementation
Analysis
Positives
Negatives
Summary of Findings
Observational Studies
Self-Report Studies
Experimental Studies
Other Studies
Conclusion

From the Paper
"Two features of video games have generated a renewal of interest by researchers, public policy makers, and the general public. First, the active role required by video games is seen as both beneficial and negative. It helps educational video games serve as invaluable teaching tools for motivational and learning process reasons. However, it also may make violent video games more hazardous than violent television shows or movies. In addition, the arrival of a new generation of violent video games resulted in large numbers of children and youths actively participating in entertainment violence that went way beyond what is available on television or in movies. Recent video games reward players for murdering citizens, police, and prostitutes, using guns, knives, flame throwers, swords, baseball bats, cars, and martial arts. Some include movie clips of strippers and drug deals. In some games, the player plays the hero, while in others he is the criminal."
Term Paper # 71675 SHOPPING CART DISABLED
Violent Video Games, 2005.
This paper examines the effect of violent video games on teens.
920 words (approx. 3.7 pages), 2 sources, $ 31.95
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Abstract
This paper relates that teens who play violent video games subsequently can become involved in violent behavior. The author points out the military's use of violent video games to train soldiers. The paper relates the effect on the brain of violent video games.

From the Paper
"Violent video games promote teen violence. These games have come under attack in recent years because they have been associated with a corresponding increase in violence among the teens that play them. Following the Columbine shootings at ...."
Term Paper # 26105 SHOPPING CART DISABLED
Violent Video Games, 2002.
Examines the effect of violent video games on children under the age of 18.
898 words (approx. 3.6 pages), 4 sources, MLA, $ 31.95
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Abstract
According to a recent survey, nine out of ten U.S. households with children have rented or owned a video or computer game and nearly a third of the Top 100 video-console games for the first quarter of 1999 had at least some sort of violent content. This paper looks at the effect these games have on the emotional, moral and social well-being of children. The paper covers issues such as the gradual changing of the 'bad-guys' from monsters and imaginary characters to real people, thus legitimizing violent behavior, as well as looking at the link between violent video games and events such as the Columbine High School shooting. Finally, the paper looks at the possibility of banning these video games and the difficulties involved.

From the Paper
"Opponents of violent video games usually argue that games such as Doom or Quake help break down the natural inhibitions we have against killing and in the U.S. the military has begun using Doom-like games to improve so-called fire rates - encouraging soldiers to pull the trigger in battle. Only about one-fifth of U.S. soldiers in combat in World War II fired their weapons, a rate that the military pushed up to 95% by the Vietnam War, in part through the use of simulations meant to make shooting at humans seem more routine and "normal" (Slatalla)."
Term Paper # 73605 SHOPPING CART DISABLED
Violent Video Games, 2005.
This paper discusses the effects of violent video games on teens.
675 words (approx. 2.7 pages), 2 sources, MLA, $ 23.95
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Abstract
This paper examines the effects of violent video games on teens and contends that the games promote violence. The paper makes the point that the military used violent video games to train soldiers and it increased violent behaviors.

From the Paper
"Violent video games have come under attack in recent years because they have been associated with a corresponding increase in violence among the teens that play them. Following the Columbine shootings, at least seven states proposed bills restricting the sale of violent games. However an equally strong contingent on the opposite side of the issue brought legal challenges to bear on every one of the bills."
Term Paper # 62540 SHOPPING CART DISABLED
Violent Video Games, 2005.
A look at the effects of violent video games on memory and cognition.
1,999 words (approx. 8.0 pages), 4 sources, APA, $ 63.95
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Abstract
Video games have become an increasing popular pastime. These new games are becoming increasingly realistic, making it more and more difficult for youth, especially the very young to depict the differences in reality. This paper looks at the correlation between highly violent and gory games and an increase of violent activity in the people who play them. It discusses how these games affect a person's memory and cognitive development.

From the Paper
"In today's high tech, fast paced society with computer and video gaming evolving into and consuming our free time, the effects of its results are becoming increasingly evident. The mind as they say, is a terrible thing to waste, and with video gaming becoming so popular what will this trend do to the minds of those who play them. The mind is an awesomely complex, yet elegantly simple. It is the best organized three pounds, (bigger in some but not necessarily better) of matter in the universe. It applies an infinite number of cognitive models and systems to help it develop and establish what it can perceive as reality. There are billions of interconnected neurons that send out and receive messages. Each module in our brain serves a very specific function. While the human brain is highly developed and able to interpret its environment in a sophisticated way that no other animal can it is still an organ. The human brain while individually unique had the basic animalistic instincts that meet our needs for survival these instincts are very primitive and have remained virtually unchanged throughout evolution. These primitive emotional systems play a much more powerful role in shaping our thoughts and behaviors than once thought."
Term Paper # 15223 SHOPPING CART DISABLED
Violent Video Games, 2000.
An examination of the effects on children, pros and cons, impact on IQ, examples, addictiveness, desensitization and possible banning of games.
675 words (approx. 2.7 pages), 4 sources, $ 23.95
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From the Paper
"What effect violent video games may have on children is important for us as a society to determine simply because children (along with adults, who are, after all, supposed to serve as role models for children) spend so many hours playing them. The electronic-games industry posted sales of $5.5 billion in the U.S. in 1998, and was the second-most popular form of home entertainment after television. According to one survey, nine out of ten U.S. households with children have rented or owned a video or computer game. And a lot of what children are playing when they turn to video games is pretty gory. Nearly a third of the Top 100 video-console games for the first quarter of 1999 had at least some sort of violent content. And among video and computer games, bloody titles like Quake and GoldenEye 007 rank..."
Term Paper # 52562 SHOPPING CART DISABLED
Video Games and Aggression, 2004.
This paper is a research proposal to test the relations of video games and childhood aggression.
1,490 words (approx. 6.0 pages), 9 sources, APA, $ 49.95
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Abstract
This paper relates that the General Affective Aggression Model (GAAM) is one of the leading theories in the field of aggression, which argues that exposure to violent video games can increase short-term aggression (20 minutes following exposure to a video game) over long periods of time. The author states that the experimental hypothesis is that children who play violent video games are more likely to be more aggressive on the playground. The paper describes a research design with three experimental groups consisting of randomly selected 8 to 10-year-old boys and girls. The experimental group plays a violent video game (e.g., Kung Fu), one control group plays a non-violent video game (e.g., Ms. Pac Man) and another control group will consist of children that did not play a video game.

Table of Contents
Introduction
Literature Review
Proposed Study
Methods and Statistical Analysis
Participation
Design and Procedures
Discussion
Conclusion

From the Paper
"Certainly, the literature available notes several limitations on this type of study. One important constraint is that this experimental design does not allow researchers to determine the effect of video game violence in a 'real' or 'playful environment. Goldstein notes that voluntary exposure to violent video games may have a different effect than enforced exposure on aggression. In the lab, video games are not entered into in a playful frame of mind, as they are in the 'real' world. However, the need for a controlled, experimental situation in this experiment makes such a distinction difficult."
Term Paper # 64079 SHOPPING CART DISABLED
Violence in Video Games, 2006.
A study on the effects of violent video games on youth.
3,630 words (approx. 14.5 pages), 11 sources, APA, $ 101.95
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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."
Term Paper # 90556 SHOPPING CART DISABLED
Video Games and Violence, 2006.
A position paper arguing that violent video games promote violent behavior amongst its audience.
1,575 words (approx. 6.3 pages), 4 sources, $ 62.95
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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.
Term Paper # 66138 SHOPPING CART DISABLED
Video Games Related Violence, 2005.
A look at how violent video games affect children and trigger real life violence.
2,060 words (approx. 8.2 pages), 11 sources, MLA, $ 64.95
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Abstract
This paper examines the effect violent video games have on children. There are several cases cited that link video games to violence, murder and even the Columbine shootings. The paper includes numerous quotes and supporting statistics.

From the Paper
"Many of these games devalue human life and reward violent actions. There are also games that lead to addictive and compulsive disorders that can harm younger users. There is legislation on the horizon to assist parents with this growing problem. However, it is ultimately parental supervision that will keep children from exposure to inappropriate video games. It is not 1981 anymore and video game violence is much more serious than a joystick shaped bruise on the arm. The violence depicted in modern video games can affect young players in such a dramatic way that they may harm themselves or others after prolonged exposure."
Term Paper # 25327 SHOPPING CART DISABLED
Negative Effect of Video Games, 2002.
The negative effects that violent video games have on the players - generally children.
2,024 words (approx. 8.1 pages), 5 sources, MLA, $ 64.95
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Abstract
This paper examines how, like television, video games have been seen to have negative effects on the players - mostly children. It asks how do violent games effect children's behavior; and is there any effect from autonomous play verses cooperative play. Gender issues are also analyzed showing differing levels of violence between boys and girls. The paper provides a general background and history of the development of video games. Commentary on the outcome of these effects are also discussed, primarily the rating system introduced in the early 1990s.

From the Paper
"In 1971, Arthur Bushnell, the inventor of Atari, came up with a revolutionary game: Pong. Pong was a lot like Ping Pong with simple rules: Get the little ball passed your opponents paddle. It became extremely popular. After Pong the next hot game was Space Invaders which was released by Taito in 1979. It was a "shoot 'em up" game that also was loved by millions worldwide and soon gained a massive following. Soon after this Pac Man became the most popular game. Pac Man was a simplistic game: Take Pac Man around the maze and eat all of the dots, but avoid the ghosts: Blinky, Inky, Pinky and Clyde. If you get a power capsule you can eat the ghosts. Pac Man was an overnight success that really established the future for video games."
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Papers [1-15] of 100 :: [Page 1 of 7]
Go to page : 1 2 3 4 5 6 7 —>