Robbins spoke on the laws that some states have passed banning minors from viewing or purchasing violent video games without an adult and feels such law should not exist (1). A big part of Robbins focus is the unfairness video games face. She feels that the governments involvement in prohibiting sale or
Spanking and Aggression in Young Children Can spanking really lead to aggressive behavior in young children? In my opinion, it can and usually does. Have you ever gotten a spanking from a parent or adult, but then were told “hitting and slapping are not okay,” by that same adult? You probably felt confused or angry and asked them, “why is it ok for you to slap me, but it’s not okay for me to slap you?” This is one of a few reasons why I do not believe spanking is an effective form of punishment and can lead to aggressive behavior in children. It can cause confusion, which can then lead to stress, which can then result in aggressive behavior from the child.
In “Buy this 24-year-old and get his friends absolutely free,” by Jean Kilbourne, the author shows that we are the target o f advertisement. It says that advertisers trick you into thinking that advertisement has no influence on you. How it does this by spending large amounts of money on commercial during events such as the super, for a chance to the kind of success that Victoria’s secret had in the 1995 Super Bowl as said by Jean Kilbourne (335). In the next paragraph its say that these ad campaigns through close to eleven months of planning and 24 thousands hours of work into ads that will have a large audience. What this does is show how football is more about advertising than actually moving the ball as Jean Kilbourne says(336).
Cynthia Wagner states that, “The violent content of those games, particularly those favored by males, is of growing concern to families, schools, and policy makers. Gaming is participatory while television viewing is passive, so the risk may be greater that exposure to violent games will result in violent behavior.”(Wagner, 2004).With video gaming on the rise now, “Video games are in 80% of U.S. homes with children; they generated $6 billion in 2000 and $11 billion by 2003. All indications are that the industry will continue to grow at a healthy clip," says Professor Bradley Greenberg of Michigan State University. (As cited in Wagner, 2004, pg. 16)It has become a growing concern for adults who have begun to take note of the correlation between violent games and violent behavior in their children.
One of such theories is by Laurence Steinberg, who holds that brain science demonstrates that the adolescents’ brain plays a big role in influencing adolescents undertake riskier behaviors. Over the years, there have been stereotypes that adolescents are irrational persons who believe that they are not vulnerable and unaware of the risks behaviors and are unconcerned and inattentive to the possible consequences of their risky behaviors. The facts, however, are that the logical reasoning of a 15years adolescent is similar to those of adults when perceiving risks. The difference comes in when reasoning about the consequences of the risky behaviors. The adolescents do not take time to critically think about the consequence of the risky behaviors.
It has been thought that the use of extrinsic motivators “rewards” will have detrimental effects on a person’s intrinsic interest “motivation”, creativity, and damage the ability to learn. Citation? This paper will investigate the controversy of using tangible and intangible extrinsic rewards on intrinsic motivation. As described in the guidelines, do not “set up” the content of a forma l paper in this way What is motivation? Motivation is “to be moved to do something,” (Deci and Ryan, 2000).
Current cultural discussion concerning the effects of entertainment media violence on society implies that entertainment media violence is a quantifiable phenomenon that can somehow be separated from art, literature and other social narratives. Violence is an inherent part of society and its cultural artifacts, such as video games, television, and movies because aggression is a fundamental human experience. Instead of condemning the depiction of violent acts, there should be broader and deeper discussion about entertainment media constructed violence, so that people can draw meaning from these depictions instead of simply being suspicious and fearful of the video games, television, and movies. Violence in video games, television and movies cannot be isolated from its context nor can it be easily identified, quantified and studied in the laboratory. First to begin with, there is no evidence to support either a causal or co-relational relationship between playing violent video games and aggressive behavior.
The intense concern about video and computer games is based on the belief that the ultra violent games are inappropriate for all children and harmful to some. It is the player’s responsibility to be aware of the negative effects of video gaming. However, the gaming industry should also take part in some social responsibilities as well. What they develop and sell can affect people positively or negatively. For this reason, both the gamers and the gaming industry should acknowledge the ethical issues regarding video gaming, and both need
“Failure to Demonstrate that Playing Violent Video Games Diminishes Prosocial Behavior.” by Mark Nielsen and Morgan J. Tear. A. In this article, the author’s argue that prosocial behavior would be higher in participants who played a prosocial video game and lower in participants who played the anti-social or violent video game. 1.
Today violence is just a part of everyday activity, flip on the TV to watch the news and there is another homicide, or robbery. Our society has the impression that violence can solve problems. The old saying ‘guns don’t kill people, people kill people’ is the wrong approach to have. We need to be preventive towards our youth so they don’t have violence all around them. “The Bureau of Alcohol, Tobacco, Firearms and Explosives estimates that there are more than 215 million guns in the hands of private citizens.