Monday, February 18, 2019
Violent Video Games and Increased Aggression Essay -- Media Violence 20
Video games start been a rapidly expanding industry since their inception in the 1970s. Along with their egress present come concerns about violent flick games and their effects on aggression and violence in young people. The endless numbers of civilize shootings claim pushed this issue to the forefront. These events brought about the question do violent motion picture games induce aggression in youth? Thats the question I set out to answer by looking at explore. The research shows that there is a link between playing video games and increases in aggression in adolescents. What implications does this fact withstand ethically? It means that video game producers and distributors need to be held responsible for their releases and the way they end up in the hands of kids.Video games atomic number 18 a rapidly festering industry. There are nearly two games change for every habitation in America each year (Anders 271). The vast majority of these are sold to adults, bu t there is no national law that prohibits minor league from buying violent video games. A few states have lawmaking pending that will prevent this, but the fact is that minors do have access to violent video games. There is a self-imposed rating system implemented by the ESRB, where games are rated based on their content. The games that are rated Mature are not supposed to be sold to anyone under seventeen and Adults Only titles, but some retailers do not impose much(prenominal) limitations (Anders 271). The bottom line is that minors do have access to these violent games.One article points out that video games have a big force on childrens lives and that many of the games contend are violent. Researchers have found that nearly all children spend era playing video games and studies have found that 8th graders spent an amount of 17 hours per week playing video games (Tamborini 336). Moreover, 68% of the most best-selling(predicate) video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply beca exercise of the amount of time spent playing them.The shooters at Columbine high school, Eric Harris and Dylan Klebold frequently played violent video games such as Doom, and Harris even induced a modification for the game. The modification allowed two shooters to use a large arsenal weapons to shoot unarmed civilians (Anderson 353). Is seems eeril... ...ids, I would esteem twice about my decision to work on the project. I would make water that video games probably more good than harm in a utilitarian approach, but I would also take into consideration the fond contract theory and ask, would I like to live in a society where people are more aggressive because of something I helped to create? I hope that I would make the right decision in that situation.Works CitedAnders, Kelly L. Marketing and Policy Considerations for Violent Video Games. Journa l of general Policy and Marketing 18 (1999) 270. Communication & Mass Media Complete. EBSCO. DePaul Library. 7 Mar. 2008. Anderson, Craig A. Bushman, fix J. Effects of Violent Video Games on in-your-face Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior a Meta-Analytic Review of the Scientific Literature. Psychological acquirement (2001). EBSCO. DePaul Library. 7 Mar. 2008. Tamborini, Ron Eastin, Matthew S. Skalski, Paul Lachlan, Kenneth Fediuk, Thomas A. Brady, Robert. Violent Virtual Video Games and incompatible Thoughts. Journal of Broadcasting & Electronic Media (2004). EBSCO. DePaul Library. 7 Mar. 2008.
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment