Impacts of Video Game Violence
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The paper discusses how with video games, one is not simply witnessing the violence on a screen, but is actually participating in the creation and carrying out of this violence. The paper argues that these games can make participants more likely to engage in behaviors that are harmful to themselves and others around them. The paper asserts that there is plenty of anecdotal evidence to support this theory but real scientific evidence is also emerging that suggests a more subtle but similar effect. The paper notes that scientific evidence supports a contrary theory, that video games attract certain players based on pre-existing personality traits and do not really promote aggressive behavior, but contends that the increasing prevalence of video games that contain ever-more graphic violent sequences has changed things dramatically in the past twenty years.
From the Paper:"There is no doubt that violence is depicted more often and more graphically in the media today than at any other time in human history. This is primarily do to the fact that media is far more present in our lives today than ever before--from radio to television to video games, computers, and the Internet, the twentieth and twenty-first centuries have been marked by major developments in access to communication and media. In his testimony on media violence before Congress, Dr. Henry Jenkins notes that we now live in a hypermediated culture. There is so much media around us, we cannot help but be at least slightly desensitized to the things we hear and/or see every day. From violence to the ever popular use of sex in advertising, things that used to be off-limits are becoming increasingly bold and risque as it takes more and more to get our attention. Violence portrayed in television and films is one thing, however, but violence in a video game is a horse of a different color.
"In video games, the violence is carried out by a character under the player's control--that is, one is not simply witnessing the violence on a screen, but is actually participating in the creation and carrying out of this violence. The American Psychological Association's website notes that media violence alone can be enough to desensitize people, especially children, and may even make them more likely to engage in behaviors that are harmful to themselves and others around them."
Sample of Sources Used:
- 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.
- Willenz, Pam. "Violent Video Games can Increase Aggression." American Psychological Association. Accessed 13 July 2009. http://www.apa.org/releases/videogames.html
Cite this Persuasive Essay:
Impacts of Video Game Violence (2011, December 13) Retrieved December 11, 2019, from https://www.academon.com/persuasive-essay/impacts-of-video-game-violence-149413/
"Impacts of Video Game Violence" 13 December 2011. Web. 11 December. 2019. <https://www.academon.com/persuasive-essay/impacts-of-video-game-violence-149413/>