Violent Video Games Essay Sample

In this paper. the effects that violent picture games have on striplings will be discussed. Mentioned throughout this paper will be consequences from specific surveies that both support and oppose the theory that violent picture games increase aggression in striplings. The theory that violent picture games do promote aggression will be the chief focal point. specifically supported the survey conducted by Weber. Ritterfeld. and Mathiak in 2006. Evidence from their surveies will be used to turn out this point by discoursing the physical and neurological effects of exposure to violent media. Consequences from other related surveies will besides be discussed to back up this theory. such as the survey done by Barlett. Branch. Rodeheffer. and Harris on the short-run effects of video games. and the survey by Carnagey and Anderson. which examines the effects on striplings of wagess and penalties of violent behaviour in video games. Surveies that support the opposing theory will be criticized for their obscure consequences and deficiency of concrete grounds.

The Controversial Issue of Video Game Effects on Adolescents Video games have become and progressively popular interest since the late 20th century among striplings. Violence in picture games tends to be really common. and it presents certain political issues. Whether or non force in the media has an consequence on adolescents has been a consistent controversial subject in modern society. Certain surveies tend to demo positive correlativity between the aggression degrees of adolescents who play violent picture games. while other surveies do non. Supporters of the theory that violent picture games increase aggression in striplings use consequences from surveies that show these tendencies. Peoples who disagree with this thought would state that these surveies are circumstantial or merely coinciding. Although this type of research can non be proven wholly. adequate surveies show that violent picture game exposure increases aggression in adolescents.

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Research has been done to find a relationship between aggression and force in striplings. Many experiments merely provide measurings of the degrees of aggressive behaviour or knowledge before and after playing such video games. While these surveies are great illustrations of direct correlativity. the survey I find to be most convincing is that of Weber. Ritterfield. and Mathiak. In their research. they look at the different countries of the encephalon and note the activity nowadays while participants are involved in picture game drama. Their consequences are challenging and are concrete grounds as to why force in the media has a negative impact on society. In Weber. Ritterfield. and Mathiak’s experiment. 13 German males participated in playing the violent picture game “Tactical Ops: Assault on Terror. ” While playing. countries of the encephalon were measured with an functional magnetic resonance imaging to observe an addition in cognitive activity.

They discovered that exposure to practical force causes an addition in fluctuations of the dorsal anterior cingulate cerebral mantle. lessened activity in the rostral anterior cingulate cerebral mantle. and diminished activity in the amygdaloid nucleus ( Weber et al. . 2006 ) . Since these countries of the encephalon trade with emotions and feelings. this cross-sectional survey represents a solid thought of what goes on in the encephalon during video game drama. When force was absent in the game. the activity of the amygdaloid nucleus could non be observed. This survey supports the theory that violent media does impact a person’s cognitive activity and could potentially gauge long-run effects due to the presence of Dopastat during video game drama ( Weber et al. . 2006 ) . The deficiency of activity in the amygdaloid nucleus during video game drama tells us that there is a deficiency of fright. Consistent exposure could finally take to the absence of fright and emotion within a individual. The mental emotional shortage is unsafe as it alters the encephalon from a general feeling of heat and sensitiveness to apathy or force.

Carnagey and Anderson besides conducted experiments in order to analyze the effects of violent picture games on striplings. Their experiments were successful at turn outing that violent picture games increase aggression more than nonviolent picture games. It besides proved that violence-rewarding games could increase aggressive idea ( Carnagey et al. . 2005 ) . These consequences are of import because the end of most violent picture games is to assail. lesion. or kill. Being rewarded for this type of behaviour in a fantasy universe could make a sense of confusion. Adolescents’ encephalons are non to the full developed. hence if society is learning them that force is non acceptable. but these pictures games are stating them that force is necessary. their encephalon is sing a major contradiction. If exposed to this fantasy universe excessively much. the changeless rewarding of violent behaviour could wipe out the realistic positions on force.

Barlett. Branch. Rodeheffer. and Harris conducted an experiment which focused on the how long the effects of violent picture games last on striplings. In their first survey. they expected that four proceedingss after violent picture game drama. there would be heightened aggressive feelings. ideas. and physiological rousing among the participants. After nine proceedingss. they predicted that these degrees would significantly diminish. They hypothesized for their 2nd survey that each of these three variables. aggressive feelings. aggressive ideas. and physiological rousing. were required to be internally present in the participants antecedently to hold a important consequence on the consequences of the first survey ( Barlett et al. . 2009 ) . Ninety-one largely male undergraduate freshers were selected as participants. The experiment required participants to play either a violent or nonviolent picture game for 15 proceedingss and so blend hot sauce into a person’s repast either four or nine proceedingss subsequently. Results showed an addition in aggressive feelings. ideas. and physiological rousing in those playing violent picture games compared to those who had played nonviolent picture games.

Consequences besides showed that additions in aggressive ideas and feelings after playing a violent picture game did non last longer than approximately four proceedingss. while increased bosom rate lasted between four and nine proceedingss. Although internal aggressive feelings. ideas. and physiological rousing all proved to be a chief indicant of the effects of violent picture games on striplings. aggressive ideas were shown to hold the biggest impact on the relationship between playing violent picture games and holding aggressive behaviour ( Barlett et al. . 2009 ) .

Adolescents who play video games frequently get carried off. They will play for hours at a clip. The changeless exposure to force could finally ensue in durable violent effects. If playing for 15 proceedingss consequences in increased force for four proceedingss after. so the anticipation of how long the effects would last on person who plays overly is chilling.

Unsworth. Devilly. and Ward conducted an experiment sing the effects of violent picture games on striplings. Their consequences really opposed the popular belief that violent picture games increase aggression in immature grownups. In this survey. 107 striplings were instructed to play the violent picture game “Quake II” for five proceedingss and so talk into a mike about their ideas for 15 proceedingss. Consequences showed that while some participants show a short-run inclination of increased choler. most of the participants reflect no alteration in their choler degree. Some participants’ choler degrees even decreased after playing the game. ( Unsworth et Al. . 2007 ) . However. this survey would be considered more valid if proven over a long period of clip instead than mensurating the short-run effects of game drama.

Konijn. Bijvank. and Bushman conducted an experiment aimed at farther explicating the effects of violent picture games on striplings. The consequences of this experiment proved that those who wished to be more like the violent character in the picture game was affected more by playing the game. Their aggression degrees were higher than those who had no desire to be like the character ( Konijn et al. . 2007 ) . This experiment presents a new thought that people from low SES are more likely to go immersed in the games and hence be negatively affected by the force it portrays. This is interesting because it acknowledges the issues of circumstance. Obviously. non every individual who plays violent picture games is guaranteed to exhibit violent behaviour or aggression. However. the sum of people in today’s society who are already emotionally unstable is high.

This means that if a big figure of striplings are looking for person to look up to. and violent picture games provide them with this. so the negative effects could be important. It has been proven by legion research workers that aggression increased after being involved in ramping picture games. However. this controversial issue can non easy be solved in the United States. Attempts at curtailing the sale of violent picture games have been found to be unconstitutional. Harmonizing to the writers. grounds for this include the legislation’s comparing of violent content with sexual content. deficiency of sufficient grounds that violent picture games cause condemnable behaviour. and the vague. excessively restrictive agencies ( Collier et al. . 2008 ) . By and large. excessively much exposure of any type of negative behaviour will finally do some grade of emotional and mental harm. Many scientists have studied the effects of take parting in violent games. and their consequences are converting. Degrees of aggression addition during and after violent picture game drama. The encephalon is physically affected and the bosom rate additions during such activity. Mental and physical behaviour during and after has besides been proven to alter.

Although these are short-run consequences on the organic structure. repeat of this could be potentially influential sing the psychological development of striplings. However. the controversial issue of whether or non these theories are accurate continues to be. Even while the bulk of research suggests violent picture games are harmful to the adolescent population. forestalling gross revenues of such games nowadayss certain constitutional issues. More significant grounds and plenty serious concluding would be necessary in order for the governments to make a realistic solution.

Mentions
Bartlett. C. . Branch. O. . Rodeheffer. C. . & A ; Harris. R. ( 2009 ) . How Long Do the Short-Term Violent Video Game Effects Last? .
Collier. J. . Liddell. P. . & A ; Liddell. G. ( 2008 ) . Exposure of Violent Video Games to Children and Public Policy Implications.
Unsworth. G. . Devilly. G. . & A ; Ward. T. ( 2007 ) . The Effect of Playing Violent Video Games on Adolescents: Should Parents be Quivering in Their Boots? . Weber. R. . Ritterfeld. U. . & A ; Mathiak. K. ( 2006 ) . Does Playing Violent Video Games Induce Aggression? Empirical Evidence of a Functional Magnetic Resonance Imaging Study.


Carnagey. N. . and Anderson. C. ( 2005 ) . The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect. Cognition. and Behavior. Konijn. E. . Bijvank. M. . and Bushman. B. ( 2007 ) . I Wish I Were a Warrior: The Role of Wishful Identification in the Effectss of Violent Video Games on Aggression in Adolescent Boys.

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