In many games, kids are rewarded for being more violent. The act of violence is done repeatedly. The child is in control of the violence and experiences the violence in his own eyes including killings, kicking, stabbing and shooting. This active participation, repetition and reward are effective tools for learning behavior. Indeed, many studies seem to indicate that violent video games may be related to aggressive behavior (Main #2) Too much video game playing makes your kid socially isolated.
Summary for Aggression: The Impact of Media Violence The following article: Aggression: The Impact of Media Violence by Sissela Bok discusses the issue of whether violent media influences aggression levels and crime rates. Media violence has become the center of public debate on widespread beliefs. Public concern has been raised about the increasing rate of copy-cat crimes and how it induces viewers to try and reenact harm to others. First and foremost, Bok addresses public concern about a possible link between violent video games and aggression levels that are indicative of the intention to cause violence. Some are convinced that societal violence has intensified as violent video games have been introduced into the media and to generations.
Do Violent Video Games Lead To Violence? 2 Do Violent Video Games Lead To Violence? Violent video games seem to be the most popular among young kids and adolescents these days. But a very controversial question is being aroused by these games. Do violent video games lead to actual violence and increased aggression?
“Guns, Lies, and Video” Summary Rhetorical Analysis In Karen Wright’s “Guns, Lies, and Video” she addresses several arguments about the topic of violence in video games and the affect that they have on children and young adults. One of Wright’s opening statements is about how parents distinguish between virtual violence and physical violence and actually justify their children’s interaction with video games. She also states that there are studies that actually show the link between violence in the media and the aggressive ways their viewers respond to their messages. Wright also mentions how there was a time when video games truly were harmless, but now that they are more aggressive, people tend to get the message that violence is tolerable and funny. She also admits that one of the problems with video games is that there is no standard for rating video games, so any content that is profitable is acceptable.
Violent video games can lead to an increase aggressive behavior in children if parents do not make it clear that the behavior exhibited in these games is inappropriate. Children and adolescents need to be made to understand that the way people act in these games is not reality. Parents need to monitor the content of games their children are playing, as well as the amount of time spent playing them. Aggression is defined by the (American Psychological Association, 2012) as “behavior that causes psychological or physical harm to another individual.” This means that not all aggressive behavior is physical; it can also include insulting, obnoxious, and rude behavior. The Entertainment Software Rating Board (ESRB) defines violence in video games as, “Scenes involving aggressive conflict.
05 March 2014 Peters’ Censorship of Violence in Popular Entertainment Unjustified In Roberts Peters’ article “Censorship of Violence in Popular Entertainment Is Justified”, he writes about his personal concerns and his personal solutions to combat obscenity and uphold decency standards in the media. He believes that due to the many graphic and violent depictions in TV, films, music/RAP, video and computer games, the children in present society are easily influenced into acting out the media violence and turning it into real life violence. He believes that there are four main problems with media violence. The first problem is that is too much of it. The glut of media violence desensitizes viewers and contributes to the “mean world syndrome.” A second problem with media violence is that it can be easily imitated.
He refutes this claim by saying that in current times many people have become victim to violent acts similar to the ones shown in violent video games and movies. Lastly, he concludes by suggesting that violent media should be governed by laws and children must be protected from its negative effects. Overall, the argument Moten makes is effective because it is well organized and supported by strong
The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).
More ways of playing violent video games are created each year, but most of us have this question in mind. Do violent video games influence young people to act aggressively? Overplaying video games can have many disastrous effects on teen limiting gameplay can have multiple positive effects. Sitting in front of a TV screen shooting people can incite young players to act violently. Repetitive killing can train them to act aggressively.
The actual games make young adults in the novel become inhumane and violent in order to survive. They are forced to become violent. The games provide violence in both the tributes in the games and the children watching. This is allegorical to video games