Violent Video Games: Emotional Effects on Adolescents
|
|
- Aldous Carson
- 6 years ago
- Views:
Transcription
1 Violent Video Games: Emotional Effects on Adolescents Red tinged the edges of the T.V. as I gripped my Xbox controller tighter in anger. I had just lost another round of Call of Duty. I sighed and looked over at my little brother. His attention was fixed to the T.V. screen, his face radiated joy. His small hands nimbly worked the controller and his counterpart on the T.V. responded in perfect unison. At only eight years old my brother was already an expert video game player. I felt a pang of unease at watching him play such a violent game so expertly. His skill level showed his many hours of playing this video game. I wondered how were all of these violent games affecting him? By understanding how video games have changed and how much they are in the entertainment industry, it s easier to show how much video games affect, or don t affect people. The title of first video game has many contenders, each vying for the top honor. But in an industry with such complex genres, it makes it hard to define which game was the first. In 1958, Willy Higinbotham invented an interactive table-tennis game which was displayed on an oscilloscope, which is a device that was used to monitor radio waves. This unpatented game is considered the processor to the ever popular Pong game, which was the first true successful video game. In 1972, Al Alcorn developed Pong for Atari and it soon prompted several other companies to try making similar games; the video game industry was born. Death Race 2000, released in 1976, was the first violent video game to ever be released. This game caused such uproar to the public that it was taken off the market soon after its release (Herman). Today, everyone has been affected by video games in some way. Whether it is from advertisement of games on T.V, or actually playing the games, video games are an essential part of the entertainment industry. Video game releases of blockbuster games, or big franchised 1
2 games such as Call of Duty and Halo, generate more money than most films. The video game industry as a whole is a $60 billion industry. Individual games, such as Call of Duty: Black Ops and Modern Warfare 2 have generated $1.5 billion and $1.3 billion in revenue respectively. Those games combined have matched the top grossing movie in history, Avatar, which has generated $2.8 billion in revenue. In addition, the next installment in the Call of Duty franchise, Modern Warfare 3, is expected to sell 20 million copies or $1.2 billion in estimated sales before the end of this year alone. This almost equals the highest grossing movie of 2011 Harry Potter and the Deathly Hallows, which grossed $1.3 billion in revenue. According to Mike Snider, a writer for USA Today, not only does this show how much only one gaming franchise has impacted the entertainment industry, but it also shows how powerful and widespread video game effects are felt. This year alone, 20 million people are expected to, not only spend money on buying Call of Duty, but also spend a lot of time playing this game. The debate about violent video games effects on adolescents has been ongoing since the dawn of gaming. And while most studies focus purely on the physical and/or mental effects, the emotional effects of violent games are less commonly known. However, it is important to include these emotional effects when investigating how violent games effect adolescents. Many people believe that violent video games and aggression tend to go hand in hand. One can t go into a conversation about violent video games without the word aggression being immediately brought into the conversation or how violent video games affect adolescent s developmental wellbeing. This debate has even been brought before the U.S. Supreme Court in 2005 when California decided to ban the sales of rated M video games to minors (Azar). This court case was later over turned because the lawsuit violated the first amendment. While the courts may have determined that video gaming is protected under the 1 st amendment right to free 2
3 speech, our society will continue to hotly debate the effects of violent games on adolescents. This debate will most likely never be resolved and video games will continue to be violent and people will continue to buy them. Violent video games cause aggression. This is the claim of several studies conducted in the past 20 years. In a journal article titled This is your brain on violent video games: the results of one study try to show the link between how violent video games desensitize adolescents to violence and increase aggression. The study found that, for individuals whose prior exposure to video games was low, playing a violent video game caused a reduction in the brain s response to depictions of real-violence, and this reduction, in turn, predicted an increase in aggression (Engelhardt 6). This assessment is directly contradicted by a different study outlined in another journal article, The effects of playing violent video games on adolescents: by Gabrielle Unsworth. This article examined the results of a study that that had adolescents play a violent game, Quake 2. The study concluded that in playing the video game Quake 2, that some people increase some decrease, and the majority show no change in anger ratings (383). This study also found that... there is no evidence to suggest that exposure to violent video games is related to aggressive temperament (state anger, trait anger or anger expression) (391). In addition to the Unsworth article, other studies have also concluded that there is no specific association with violent video games and anger or aggressive behavior. In the journal article, The Hitman study: by Christopher Ferguson and Stephanie Rueda, the authors conducted a study that had 103 young adults play one of three video games; Hitman: Blood Money, Call of Duty 2, or Madden The study found, As with aggressive behavior, the evidence did not support that short-term randomized exposure to violent video games either increased or decreased hostile feelings (105). 3
4 Both of the studies agree that violent video games do not cause aggression in adolescents, however, in spite of the studies, many people still continue to believe that violent video games increases levels of aggression. One possible reason for this unnecessary outcry against violent video games is that the parent s, the people who are the most opposed to violent video games, are following the age old routine of resisting change. Many times when there is a new type of medium or new type of art, many people become instant critics. Like rock and roll of the 1950 s and 60 s, the parents didn t like the new form of music, and cried out against it, similar to today and violent video games. Some of this certainty that video games causes violence, was partly formed through the widespread rumors that certain criminal acts were conducted because of violent video games. In the journal article, The Role of Violent Video Game Content in Adolescent Development the authors used the Washington Sniper, Lee Malvo as an example of a crime that was said to have been caused by violent video games. The D.C. Sniper s attorney cited that Malvo s exposure to violent games was a factor in his behavior (Olsen, et al 57). But this assessment of Malvo s reasons behind partaking in this terrible crime didn t include several other factors, including a history of animal torture and violent attacks as reasons why Malvo acted with such violence. The article further explained that, although the majority of adolescent boys now play violent video games, juvenile violent crime (including murder) has steadily declined in the United States: arrest rates are down 49% from their 1994 peak, reaching their lowest level since at least 1980 (57). This information really diffuses the defense case as well as the general perception that that violent video games cause youths to commit murder. Further support for the notion that violent acts cannot be tied to video games, is the article, Video games and youth violence: The author, Christopher Ferguson, who has 4
5 conducted several studies about the effects of violent video games on adolescents, argues, Thus far, results have been mixed and arguably limited by use of aggression measures that do not necessarily tap well into serious aggression or violence, nor use sophisticated controls for third or confounding variables (378). His analysis concludes that there can t be a reliable answer because the tests that have been conducted so far have not been able to capture the subjects history with violence, aggression, and/ or other factors such as family environment and personality (Ferguson). This further supports why cases like the Lee Malvo, the D.C. sniper, can t blame violent video games alone for a person s action. The defense in Malvo s case didn t include Malvo s history of violence and aggression, which were the main reasons behind his partaking in the heinous crime. Violent video games, some believe, not only can affect adolescents emotionally, but can also be a form of emotional management. In the Hitman Study, the author, Ferguson, describes the catharsis hypothesis which believes that, aggression is a biological drive which requires release (100) and that in the case of humans, a human may release aggression by engaging in aggressive sports than harming another person (100). This can carry over to violent video games. Instead of harming real humans, adolescents are able to take out their aggression and other violent feelings in the games. But this theory is not widely used in research involving video games because some scientists believe it s wrong. It s argued that studying video game effects does not directly study catharsis and that there is better ways of conducting experiments that can prove or disprove the catharsis hypothesis (Ferguson). The leading theory in emotional management is that people will seek out media that will best allow them to come to terms with their emotions (100). Ferguson goes on to relate this to violent video games by stating, violent video games may particularly provide 5
6 opportunities for coping with frustration and hostile feelings aroused through stressful or depressing life events via the assertion of power and dominance over virtual settings and situations (100). As a form of emotional management, violent video games allow an outlet for adolescents to de-stress themselves and take out their frustrations of the real world, inside of a fake one. This idea of mood management is agreed by the study conducted in, The Role of Violent Video Game Content in Adolescent Development by Cheryl Olson. This study also supports the catharsis theory for how games can be an emotional outlet. Another assertion that violent video games negatively impacts young people is based upon studies conducted on violent T.V. shows and its possible connections to violence. This debate is similar to the debate on video games and violence. But the key differences in these studies are in the fact that, Unlike television, video games allow player directed acting out of aggressive fantasies (59). The main difference between violence on television and in video games is that people have control over the actions of the characters in the games. The gamers are the ones who decide what happens in the games; they are the ones who choose what to do. This allows the player to become the character and therefore to channel their emotions through that onscreen avatar and not on a real human. This study also asked the young test subjects how they thought video games help them cope with anger and frustration. One boy said, Getting wrapped up in a violent game, it s good. Cause if you re mad, when you come home, you can take your anger out on the people in the game (65). Another boy said that Say some kid wants to fight you, and he talks about you, when you go home and play, you re like, This is the kid that I hate, and you beat him up and stuff (65). Both of these boys reflect that most children, the ones who are playing the games, feel that the games are a great form of stress relief and a good way to manage their emotions. As the second boy said, he can go home and channel his anger for a boy 6
7 he hates, not by actual, physical violence, but through harmless, virtual violence in video games. This article also brings up the idea that rather than encouraging aggressive or violent behavior, video game play may help adolescent boys consider issues of war, violence, and death (59). This idea directly contradicts the notion that violent games are desensitizing gamers to violence. Critics of violent video games believe that the more realistic the video game, the greater the desensitization to violent acts. Desensitization to violence, with regards to realistic games vs. non-realistic games and player character attachments, are all interconnected. Studies have indicated desensitization to violence may or may not be caused by how real the games look, or how realistic they are. Some studies have even indicated that realistic violent video games can possibly cause an emotional attachment to in-game characters. This attachment may support the position that realistic games have negative or positive impacts on a young player based upon the character the player emotionally bonds with. Those who believe that violent video games desensitize young people can reference the article This is your brain on violent video games: by Christopher Engelhardt. He conducted a study that found, playing a violent video game caused a reduction in the brain s response to depictions of real-life violence, and this reduction, in turn, predicted an increase in aggression (1035). Some of what causes this belief that violent games desensitize adolescents to violence, is due to how realistic the games are portrayed. In games like Call of Duty, Battlefield, and Medal of Honor, players play as characters that go through realistic military missions. Call of Duty even has a warning at the beginning of the game that says there are certain missions in the game that can be too realistic for some gamers. Call of Duty creators give the gamers a chance to opt out of 7
8 playing those missions. The graphics of the games also have improved dramatically over the years. The first recorded violent game, Death Race 2000, was a game where players run over stick figures (Herman 5). Today, the recently released Battlefield 3 has extremely realistic graphics. So much so that in a commercial for the game, in-game graphics and real footage were seamlessly connected to make a single, seemingly all real footage commercial. These new graphics are made by game engineers who try and create believable, human-like, anthropomorphic game characters, (Hartmann, et al. 96) But despite all of the new technology in gaming graphics, many players still feel that they are able to dissociate real-life actions and characters. In other words, gamers never become so lost in a game that they become completely engrossed in a game. In Olson s article, one interviewed boy said: The whole thing seems kind of cool, but in real life, I wouldn t really want to have that life. In here, you don t mind just getting out of your car and killing somebody, because you re not going to get in trouble for it. You can just turn off the game system and you re done (Olson 64). This boy s statement shows that gamers know that what s going on in the game is unrealistic, and could never happen in real life. Studies back this belief and have proven that gamers still can perceive what is real and what is not real. But the graphics alone are not what may cause desensitization to violence, but rather the interconnection between games having the good graphics and realistic characters. If a gamer can become attached to a character, then the chances of being affected by the realism of the game are increased. If an in-game character with...indicators include[ing] eye-gazing, biological motion[s], display[s] of natural facial activity, 8
9 display[s] of emotions, as well as breathing, natural vocal tone[s] and display[s] of intelligence, (Hartmann 96) have more realistic features and motions, gamers are more likely to believe, to a certain extent, that the characters are real. Another factor is the type of game and the story of the game that the character is in. If the gamer is playing a realistic FPS (first person shooter) like Call of Duty and Battlefield, the main and supporting characters are put into situations that soldiers experience every day. This can lead to more emotional attachment to those characters than to characters in games like, Halo and Gears of War, where the characters are in a fictional world with aliens. But in the study conducted by Hartmann, he found that In the study (H1), players who fought against nonhuman creatures did not feel less guilty[about killing them], did not have less negative affect, and did not enjoy the game more than players who fought against human opponents (104). Whether a game has a realistic story or not, may or may not be a factor in whether adolescents can have an emotional attachment to in-game characters. Another potential cause of emotional attachment to characters may be the idea of the character themselves. Gamers can grow attachments to the characters because they either see a certain aspect of that character s personality, skills, or appearance similar to their own, or that they like what the character stands for (Olson, et al 63). In Olson s study, one boy said about his favorite Grand Theft Auto character; I like Tommy Vercetti because he never gives up and he never quits or anything, (63). This boy has an attachment to this character because of what that character believes in. Video game characters also all share a single and probably most important connection; they are the characters the gamer plays. In-game characters are controlled by the gamer, and through that, the players feel connected to the characters because essentially, they are the characters. 9
10 However this character attachment may contain emotional risks to adolescent players as quoted in the study, I Wish I Were a Warrior: by Elly Konijn. The authors found that: The interactive features of video games encourage players to identify with violent characters. TV and film viewers simply watch violent characters. Video game players, however, must take the perspective of the violent character to play the game (1039). This simple fact, that the players become the character, can lead to a multitude of consequences or benefits, depending on which side of the violent video game debate you support. Some can consider this a reason for why violent games cause aggression and for character attachment. If players are able to control a violent character, they are, hypothetically, more likely to have more aggressive feelings. Konijn said: In conclusion, to our knowledge, ours is the first study to show that violent video games are especially likely to increase aggression when players wishfully identify with violent game characters. Boys in our study who identified strongly with violent characters were willing to administer noise loud enough to permanently damage the ears of another boy who had done nothing to anger them (1043). Gamers are also able to grow attached to the characters they are playing. This attachment may contain a certain risk depending on what a young person does through this attachment. Players become attached because they are so involved in that character s actions and choices. The player moves the character, decides the character s fate, for the most part, and they become the character. Games with silent protagonists such as Halo s Master Chief were made specifically so that the players can become the main character and so that the player s own personality is able to be projected into the game. There are a lot of positive and negative 10
11 characters in violent video games, as there are on television and in real life. Choices adolescents make can often be impacted by those whom they choose to emulate. It is clear that violent video games do affect adolescents; but if this impact is negative to the developmental well being of an adolescent, will always be up for debated. Both sides are so strongly opposed to the other, that there is most likely no possibility for compromise. Aggression, the main argued emotional effect, has evidence on both sides, but through both personal experience and the studies presented, violent video games do not cause aggression. The video game graphics of today make the games have a movie-like feel to them. This alone makes it easy for a person to believe that violent games are desensitizing adolescents to violence. However, the quality of a violent video game alone does not make an adolescent become more aggressive. It is what the content of the game provides and how the developers of the game depict their character, that may impact an adolescent in developing emotional attachment to what their character represents. This attachment may occur without premium graphics. Adolescents throughout history have been exposed to various genres of influences from verbal stories, printed books, games, music and television. Each of these mediums of entertainment has had their critics and supporters. There have been many stories, books, music and movies that critics have claimed will negatively impact our adolescents. However, each new generation of adolescents becomes adults and our society continues to flourish. Even if violent games desensitize adolescents to violence, there is not clear evidence that it affects adolescents emotionally and is a detriment to society. Statistics show that our adolescents are not growing in violent behavior; in fact it is declining in the age of violent 11
12 videogames. This statistic supports the idea that violent video games help to manage aggressive behavior. Players can develop emotional attachments to characters in games. These attachments may be positive or negative based upon the character and the attachment that the adolescent develops with that in-game character. Video game developers offer additional safeguards to allow players less violent options for video game play and to make sure gamers have options about how violent the game play will be. The Call of Duty franchise uses warnings and allows gamers to skip certain levels that may be considered to realistic and violent. Other games allow players to adjust the levels of violence in the game, and finally, other game designers allow gamers to turn the blood effect off completely. But at some point, the one character that has the biggest impact on an adolescent is the parent. This character needs to be a part of the process. If a game is too violent for an adolescent, parents should not buy the game or just take the game away. Games are classified into certain ratings; if a game receives the rating of Mature 17+, this means that the buyer must be at least 17 years old to even buy the game. If parents, the main critics of violent video games, are so worried about adolescents playing violent video games and the possible effects on adolescents, they need to stop buying the games for their children. In the end a violent video game is still a game. Critics and supporters to the argument of violent video games being a benefit or a detriment to adolescents haven t been able to completely support their sides. So until complete, undisputed evidence is presented, it is safe to say, let a game be a game. Research aside, I have learned to trust my own personal experiences. I have played video games for many years, including violent games rated Mature 17+, long before 12
13 I have reached the age of 17. Not once have I, or any of the fellow gamers I know, have ever been affected by violent video games in such a way that would lead to violence, or other negative effects. If a parent allows adolescents to play the latest Call of Duty game, they should be able to play the game. Violence in a video game affects each adolescent differently, as with other events in their lives. Adolescent s development and growth relies on many facts and activities, one very small piece of which is their exposure to violent video games. Works Cited Azar, Beth. "Virtual Violence." American Psychological Association. N.p., Dec Web. 17 Oct < Barlett, Christopher, et al. "The Effect of Advances in Video Game Technology and Content on Aggressive Cognitions, Hostility and Heart Rate." Media Psychology (2008): Taylor and Francis. Web. 17 Oct < 13
14 Engelhardt, Christopher R., et al. "This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following video game exposure." Journal of Experimental Social Psychology 47.5 (2011): ScienceDirect. Web. 15 Oct < Ferguson, Christopher J. "Video games and youth violence: A prospective analysis in adolescents. Journal of Youth and Adolescence 40.4 (2010): springerlink. 27 Sept Web < Ferguson, Christopher J., and Stephanie M. Rueda. "The Hitman Study: Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feelings, and Depression." European Psychologist 15.2 (2010): PsycARTICLES. Web. 15 Oct < Hartmann, Tilo, and Peter Vorderer. "It's Okay to Shoot a Character: Moral Disengagement in Violent Video Games." Journal of Commnication 50.20: PsycARTICLES. Web. 18 Oct Herman, Leonard, et al. "The History of Video Games." Gamespot.com. N.p., Web. 17 Oct < Konijin, Elly A., Marije Nije Bijvank, and Brad J. Bushman. "I Wish I Were a Warrior: The Role of Wishful Identification in the Effects of Violent Video Games on Aggression in Adolescent Boys." Developmental Psychology 43.4 (2007): PsycARTICLES. Web. 22 Oct < Snider, Mike. "'Battlefield' throws down gauntlet before 'Warfare' lands." USA TODAY. N.p., 24 Oct Web. 24 Oct < battlefield-3-cover/ /1>. 14
15 Olson, Charyl K., Lawrence A. Kutner, and Dorothy E. Warner. "The Role of Violent Video Game Content in Adolescent Development." Journal of Adolescent Research 23.1 (2008): SAGE Journals Online. Web. 16 Oct < Unsworth, Gabrielle, Grant J. Devilly, and Tony Ward. "The effect of playing violent video games on adolescents: Should parents be quaking in their boots?" Psychology, Crime & Law 13.4 (2007): Taylor & Francis Online. Web. 14 Oct < 15
Issue Overview: Do video games cause violence?
Issue Overview: Do video games cause violence? By procon.org, adapted by Newsela staff on 11.28.16 Word Count 850 Gamers play the video game "For Honor," developed by Ubisoft Montreal and published by
More informationNews Debate: Firefight
Non-fiction: News Debate: Firefight News Debate: Firefight Should teens play violent video games? Warning! Your favorite video games may be hazardous to your health. Call of Duty, Halo, and other top titles
More informationNews Debate: Firefight
Non-fiction: News Debate: Firefight News Debate: Firefight Should teens play violent video games? Warning! Your favorite video games may be hazardous to your health. Call of Duty, Halo, and other top titles
More informationPeople Decoding Violent Video Games. By: Stephon Sharp
People Decoding Violent Video Games By: Stephon Sharp Video Games Statistics The entertainment software association did a study in 2015 about the sales and use of video games in the United States and this
More informationRunning head: IMPACT OF VIOLENT VIDEO GAMES 1
Running head: IMPACT OF VIOLENT VIDEO GAMES 1 The Impact of Violent Video Games on Youth Violence Jennifer Jenkins Benfield University Author Note This paper was created for English 101, taught by Dr.
More informationViolent Video Games A presentation by: The Be the Change Campaign
Violent Video Games A presentation by: The Be the Change Campaign Be The Change Be the Change you want to see in the World M. Ghandhi What is your world vision for the future? What kind of a world do you
More informationVideo Games and Violence. On the other hand, there are those that say state video games do not have an effect on someone s
Last Name 1 First and Last Name Professor Class March 13, 2018 Video Games and Violence There is a debate on whether or not playing video games causes violence in children and teenagers. Some people believe
More informationExtended Definition Essay: Violent Video Games
Nolan Deogracias S20 Extended Definition Essay: Violent Video Games Violent video games have been a scientific and social issue ever since the late 1970's. Violent video games content include acts like
More informationLets play Video Games. Video games have always caused a controversy. Are they too violent? Are they
Landeros 1 Victoria Landeros 9 November 2013 Lets play Video Games Video games have always caused a controversy. Are they too violent? Are they exposing children to too much violence? What is the right
More informationnot social, spending most of one's time alone 4. a sum of money paid as a penalty or punishment 6. someone who studies and looks for answers 11.
Video Game Violence Pre-Reading A. Warm-Up Questions 1. Do you ever play video games? If so, how often? 2. Do you have children? Do they play video games, and if so, how often do they play? 3. What do
More informationTCAP Grade 8 Writing Text 1
1 Text 1 Introduction Text 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 In The Violent Side of Video Games by Emily Sohn, the author discusses the possible effects of violence
More informationInconsistency In Studies: Violent Video Games. 'Do violent video games affect the consumers violent tendencies permanently?
Nolan Deogracias CLAIM - COUNTER CLAIM S20 Inconsistency In Studies: Violent Video Games 'Do violent video games affect the consumers violent tendencies permanently?', this is a question that has been
More informationSample Sample ADMINISTRATION AND RESOURCE GUIDE. English Language Arts. Assesslet. Argumentative
Grade 6 ADMINISTRATION AND RESOURCE GUIDE English Language Arts Assesslet Argumentative All items contained in this Assesslet are the property of the. Items may be used for formative purposes by the customer
More informationVideo Games ProCon.org. 22 Charts & Graphs on Video Games & Youth Violence
Video Games ProCon.org Last updated on: 2/18/2010 9:20:00 AM PST 22 Charts & Graphs on Video Games & Youth Violence I. Gamer Demographics - Age and Gender (1-3) II. Video Game Sales - Units, Dollars, Genres,
More informationThe Effects of First-Person-Shooter Video Games on Adolescents. Jake Fletcher. Texas Tech University
Running head: FPS VIDEO GAMES AND ADOLESCENTS 1 The Effects of First-Person-Shooter Video Games on Adolescents Jake Fletcher Texas Tech University FPS VIDEO GAMES AND ADOLESCENTS 2 Video games are enjoyed
More informationIssue Overview: Do video games cause violence?
Issue Overview: Do video games cause violence? By procon.org on 11.28.16 Word Count 1,326 Gamers play the video game "For Honor," developed by Ubisoft Montreal and published by Ubisoft, during "Paris Games
More informationHow Video Games Are Getting Inside Your Head And Wallet By Steve Henn, for NPR 2013
Name: Class: How Video Games Are Getting Inside Your Head And Wallet By Steve Henn, for NPR 2013 In this informational text, Steven Henn discusses young gamers interest in gaming and how game companies
More informationViolent Video Games First Amendment United States Constitution
First Amendment United States Constitution Congress shall make no law respecting an establishment of religion, or prohibiting the free exercise thereof; or abridging the freedom of speech, or of the press;
More informationIMGD 1001: Fun and Games
IMGD 1001: Fun and Games by Mark Claypool (claypool@cs.wpi.edu) Robert W. Lindeman (gogo@wpi.edu) Outline What is a Game? Genres What Makes a Good Game? Claypool and Lindeman, WPI, CS and IMGD 2 1 What
More informationThe World of Video Games. Beep, buzz, zing, wakka-wakka: these are the sounds that echo through any
12334 1 12334 November 02, 2006 English 155 Professor Overman The World of Video Games Beep, buzz, zing, wakka-wakka: these are the sounds that echo through any hardcore gamers head. Video games have been
More informationesociety essay, proposing an R18+ rating for videogames in Australia (2007)
esociety essay, proposing an R18+ rating for videogames in Australia (2007) Ben Moore Videogames are big business, so big in fact that Phil Burnham; from the market research group GfK, has said that the
More informationExposure to Effects of Violent Video Games: Desensitization. Valentine Anton. Algoma University
Running head: EXPOSURE TO EFFECTS OF VIOLENT VIDEO GAMES 1 Exposure to Effects of Violent Video Games: Desensitization Valentine Anton Algoma University EXPOSURE TO EFFECTS OF VIOLENT VIDEO GAMES 2 Abstract
More informationVideo Games: Buyers Beware! Stay alive at all costs! Find the key! Kill the bad guys! This is how one
Ricker 1 Heather Ricker Professor Lunsford English 167 23 September 2004 Video Games: Buyers Beware! Stay alive at all costs! Find the key! Kill the bad guys! This is how one eighth-grader describes the
More informationViolence has been a mainstay in video games since the medium was created, and for
Violence in Video Games: What are its effects on the mind of youths today? An Annotated bibliography Violence has been a mainstay in video games since the medium was created, and for about half of its
More informationLook at your results and decide who is the biggest computer gamer in your class.
Computer Gaming Task 1 Computer games survey Write the names of five classmates in columns 1-5, then ask them the questions about computer games. Write their answers in the chart. Write your own question
More informationGLOBAL PERSPECTIVES AND RESEARCH SYLLABUS #9239 Zeus Cortes Aguila 0222 HIALEAH GARDENS HIGH SCHOOL US675 COMPONENT 3 TRANSCRIPT & REFLECTIVE PAPER
GLOBAL PERSPECTIVES AND RESEARCH SYLLABUS #9239 Zeus Cortes Aguila 0222 HIALEAH GARDENS HIGH SCHOOL US675 COMPONENT 3 TRANSCRIPT & REFLECTIVE PAPER Are video games harmful to society? 9239: Statement of
More informationWeekI. , of video games IND - Survey of peers on Interactive Entertainment
Games for Education 14 Article: Peppler, K., & Ka/ai, Y. (n. d.). What videogame making can teach us about literacy and learning: Alternative pathways into participatoly culture. GRP Genre Power Point
More informationVideo Games in Education: an Analysis beyond Prejudice
Video Games in Education: an Analysis beyond Prejudice Martina De Castro, Giancarlo Giumini, Martina Marsano, Umberto Zona, Fabio Bocci University of Roma Tre Department of Education 29th June2018, Florence
More informationavailable to the player includes killing, maiming, dismembering, or sexually assaulting an image of a human being
1 Katie Stryker 3/27/11 Junto Society Presentation Will Someone Please Think of the Children?! 1 : Effects (or Non-Effects) of Video Game Violence In October 2005, California Governor Arnold Schwarzenegger
More informationDude, You Just Stole Her Car. my friend s family room and see the game Grand Theft Auto on the screen.
Wells 1 Sadie Wells Mr. Kurland English 10 April 5, 2009 Dude, You Just Stole Her Car I. What I Know You gotta play this game, my friend says excitedly. I look at the television screen in my friend s family
More informationHow Can I Deal With My Anger?
How Can I Deal With My Anger? When Tempers Flare Do you lose your temper and wonder why? Are there days when you feel like you just wake up angry? Some of it may be the changes your body's going through:
More informationEFFECTS OF VIRTUAL VIOLENCE ON CHILDREN AND ADOLESCENTS
EFFECTS OF VIRTUAL VIOLENCE ON CHILDREN AND ADOLESCENTS Agenda History of video game use Use Data Differences in Data Good vs. Evil Components Playing Violent Video games Effects on Brain Cause or Factor
More informationArticle copied from:
Article copied from: https://www.denofgeek.com/games/videogame-ratings/31973/why-are-ageratings-on-videogames-so-often-ignored The games industry often suffers attacks from the media, taking the blame
More informationEssay 4: Arguing for a Superhero. on whether or not they are beneficial to society. I believe superheroes offer an abundance of
ENGL 1301.24156 Dr. Evans 03 October 2016 Essay 4: Arguing for a Superhero Introduction Superheroes can be viewed at as a controversial subject because of the various opinions on whether or not they are
More informationIMGD 1001: Fun and Games
IMGD 1001: Fun and Games Robert W. Lindeman Associate Professor Department of Computer Science Worcester Polytechnic Institute gogo@wpi.edu Outline What is a Game? Genres What Makes a Good Game? 2 What
More informationThese slides were created by Michael A. Britt, Ph.D., host of The Psych Files podcast. The slides accompany episode #115, which can be viewed by
These slides were created by Michael A. Britt, Ph.D., host of The Psych Files podcast. The slides accompany episode #115, which can be viewed by clicking here: Video Game Violence. VIDEO GAME VIOLENCE
More informationThe Effects of Playing Violent Video Games on Youth: A Three-Year Longitudinal Study
AGGRESSION RESEARCH GROUP The Effects of Playing Violent Video Games on Youth: A Three-Year Longitudinal Study Rowell Huesmann, PhD, Brad Bushman, PhD, Maureen O Brien, MSW Wendy Garrard, PhD The University
More informationUnhealthy Relationships: Top 7 Warning Signs By Dr. Deb Schwarz-Hirschhorn
Unhealthy Relationships: Top 7 Warning Signs By Dr. Deb Schwarz-Hirschhorn When people have long-term marriages and things are bad, we can work on fixing them. It s better to resolve problems so kids can
More informationGame Designers. Understanding Design Computing and Cognition (DECO1006)
Game Designers Understanding Design Computing and Cognition (DECO1006) Rob Saunders web: http://www.arch.usyd.edu.au/~rob e-mail: rob@arch.usyd.edu.au office: Room 274, Wilkinson Building Who are these
More informationHow can I manage an outburst?
How can I manage an outburst? How can I manage an outburst? It can be frightening when your anger overwhelms you. But there are ways you can learn to stay in control of your anger when you find yourself
More informationTHE AHA MOMENT: HELPING CLIENTS DEVELOP INSIGHT INTO PROBLEMS. James F. Whittenberg, PhD, LPC-S, CSC Eunice Lerma, PhD, LPC-S, CSC
THE AHA MOMENT: HELPING CLIENTS DEVELOP INSIGHT INTO PROBLEMS James F. Whittenberg, PhD, LPC-S, CSC Eunice Lerma, PhD, LPC-S, CSC THE HELPING SKILLS MODEL Exploration Client-centered theory Insight Cognitive
More informationHow To Talk About Videogames (Electronic Mediations) By Ian Bogost READ ONLINE
How To Talk About Videogames (Electronic Mediations) By Ian Bogost READ ONLINE Jan 08, 2013 In 2013, video games are ubiquitous. Tens of millions of people of all ages and persuasions play them every day,
More informationGaming makes kids physically fit? New research says yes. Maybe.
Gaming makes kids physically fit? New research says yes. Maybe. By Chicago Tribune, adapted by Newsela staff on 02.04.15 Word Count 929 Noah Bakshis, 15, plays a computer video game titled "Dust: An Elysian
More informationShoot for the moon. Even if you miss, you ll land among the stars.
SCORE WITH GOALS If you were giving a birthday party for your friend, would you just throw it all together at the last minute? Of course not! First, you d have to get the OKs from her parents and your
More informationNetwork Institute Tech Labs
Network Institute Tech Labs Newsletter Spring 2016 It s that time of the year again. A new Newsletter giving you some juicy details on exciting research going on in the Tech Labs. This year it s been really
More informationHarris Poll On Line. GuwM Eligibility. Growing up with Media (GuwM) Methodology 6/20/2013
International Society for Research on Aggression, July 2008, Budapest, Hungary Toward A Better Understanding of the Relation Between Violent Videogame Play and Different Types of Antisocial Behavior Merle
More information50 Tough Interview Questions (Revised 2003)
Page 1 of 15 You and Your Accomplishments 50 Tough Interview Questions (Revised 2003) 1. Tell me a little about yourself. Because this is often the opening question, be careful that you don t run off at
More informationTouching Spirit Bear by Ben Mikaelsen
Name Lit Section/Rouse Touching Spirit Bear by Ben Mikaelsen Chapter 1 1. What has Cole agreed to do for one year? Why? 2. Who is Garvey? 3. Who is Edwin? 4. Cole must wear his clothes inside out for two
More informationNews English.com Ready-to-use ESL / EFL Lessons Grand Theft Auto IV to smash sales records
www.breaking News English.com Ready-to-use ESL / EFL Lessons 1,000 IDEAS & ACTIVITIES FOR LANGUAGE TEACHERS The Breaking News English.com Resource Book http://www.breakingnewsenglish.com/book.html Grand
More information[ENVIRONMENTAL SCAN NEED FOR SPEED]
2014 BUS1345-1 Anela Tomac [ENVIRONMENTAL SCAN NEED FOR SPEED] Levi Johns 6778849, Fahmiad Miah 6786867, Nathan Bowern 6814867, Mark Gawlikowski - 6833164 INTRODUCTION Need For Speed is the most successful
More informationThe Violent View: Violent Video Games and Our Youth. Doran Johnson PSY Lethbridge College
Running Head: THE VIOLENT VIEW 1 The Violent View: Violent Video Games and Our Youth Doran Johnson PSY 1160 Lethbridge College 2 The Violent View: Violent Video Games and Our Youth How bad can it really
More informationGaming. not just for kids! Gaming & your Library. 42% of all adults own a console. Almost 2/3 of adults own a console
Gaming & your Library Scott Kehoe, Advisor - Technology Specialist Massachusetts Library System (MLS), Waltham, Mass. 866-627-7228 x308 / scott@masslibsystem.org / www.masslibsystem.org IM me on AIM -
More informationHANDOUT 3: Edwin and the Slashed Tires-Community Justice Conference
Roles HANDOUT 3: Edwin and the Slashed Tires-Community Justice Conference Facilitator Edwin Green, the young offender Constable Black, who investigated the offence Mrs. Day, a victim Mr. Knight, a victim
More informationEssay Writing Workshop The Dos and Don ts of Essay Writing.
Essay Writing Workshop The Dos and Don ts of Essay Writing. Created by Michella Tacbas There are different kinds of Essays Here are four of the major (and most prominent) types of essays that you will
More informationOnline Gaming Support for Parents (source YHGFL) JE
Online Gaming Support for Parents (source YHGFL) JE Children and young people love playing games. In fact, it is often through games that children first start to use technology. According to Ofcom, nearly
More informationEnglish as a Second Language Podcast ESL Podcast 295 Playing Video Games
GLOSSARY fighting violent; with two or more people physically struggling against each other * In this fighting game, you can make the characters kick and hit each other in several directions. role-playing
More informationAdjustable Group Behavior of Agents in Action-based Games
Adjustable Group Behavior of Agents in Action-d Games Westphal, Keith and Mclaughlan, Brian Kwestp2@uafortsmith.edu, brian.mclaughlan@uafs.edu Department of Computer and Information Sciences University
More informationOnline Gaming Is NOT Just for Kids Anymore
IBM Electronics Podcast December, 2005 To hear this podcast, go to http://ibm.com/bcs/electronics/podcast. Andreas Neus is a consultant with IBM Germany and an expert in online gaming. Andreas is also
More informationTennesse. English. for. Grade Practi
Tennesse ee Department of Education s Tennessee Comprehensive Assessment Program for English Language Arts Grade 8 Writing Practi ice Task II 2014 2015 Directions Student Directions Today you will be taking
More informationRachel Stanton. Project report STS390, Media, war and peace
Rachel Stanton Project report STS390, Media, war and peace Spring session, 2008 Science, Technology & Society University of Wollongong The report has two parts. 1. A response pack for an actual organisation.
More informationPhilosophy of Sport. David W. Agler. David W. Agler Philosophy of Sport 1/21
Philosophy of Sport David W. Agler David W. Agler Philosophy of Sport 1/21 What are esports? David W. Agler Philosophy of Sport 2/21 What are esports? Esports refer to a variety of video games that are
More informationThe Secret About Why We Need Superheroes Everybody Should Know ( )
The Secret About Why We Need Superheroes Everybody Should Know ( ) : https://numberonebatfan.wordpress.com/2016/04/03/the-secret-about-why-we-need-superheroes-everybody-should-know/ 864 4? Superheroes
More informationFahrenheit 451. By Ray Bradbury
Fahrenheit 451 By Ray Bradbury Ray Bradbury s Fahrenheit 451 is a type of DYSTOPIC/DYSTOPIAN novel. That means it is about a future that is bleak, dark and dreary. Questions to Consider While Reading:
More informationTrade Offs in Game Design
Trade Offs in Game Design Trade Offs in Game Design Quite often in game design, there are conflicts between different design goals. One design goal can be achieved only through sacrificing others. Sometimes,
More informationIntro: The One Minute Millionaire The Enlightened Way to Wealth Written by Mark Victor Hansen & Robert Allen
Intro: The One Minute Millionaire The Enlightened Way to Wealth Written by Mark Victor Hansen & Robert Allen This book is a New York Times Best Seller and I can see why. If you are not familiar with the
More informationWhat to Do In the Months Following a Serious Accident
What to Do In the Months Following a Serious Accident Print this off and stick it in your glove compartment! When injured in an accident, you have burden of proving the losses you ve experienced. How badly
More informationWhy Teens Find The End Of The World So Appealing By Elissa Nadworny 2017
Name: Class: Why Teens Find The End Of The World So Appealing By Elissa Nadworny 2017 Dystopian fiction has become an extremely popular genre amongst teenagers. This genre usually focuses on a world where
More information! Games are BIG business!! $10B US last year in North America alone. ! Hardware (consoles, I/O devices)! Software products
Commercial Games Introduction CMPUT 299 Fall 2005 Thursday September 8! Games are BIG business!! $10B US last year in North America alone! Hardware (consoles, I/O devices)! Software products! Surpassed
More informationTWEET LIKE A ROCKSTAR
1 THe FaCTS Twitter is one of the most powerful social media tools at your disposal. If you have a message burning inside you and have no clue of how to share it and build a raving fan base, look no further.
More informationYEAR TOPIC/TYPE QUESTION
2016 People who do the most worthwhile jobs rarely receive the best financial rewards. To what extent is this true of your society? 2016 Assess the view that traditional buildings have no future in your
More informationPlaying With Your Health
Non-fiction: Playing With Your Health Playing With Your Health Are Video games bad for you? Many young people like to play games. While playing games, some pretend to fight aliens or evil creatures. Some
More informationExtended Abstract: Impacts of Narrative, Nurturing, and Game-Play on Health-Related. Outcomes in an Action-Adventure Health Game. Debra A.
Extended Abstract: Impacts of Narrative, Nurturing, and Game-Play on Health-Related Outcomes in an Action-Adventure Health Game Debra A. Lieberman UC Santa Barbara Action-adventure video games often provide
More informationNever Run out Of Projects Starting Today 1
Never Run out Of Projects Starting Today 1 Never Run out Of Projects Starting Today 2 Never Run Out of Projects Starting Today (Chapter 1&2) Never Run out Of Projects Starting Today 3 Copyright 2015. All
More informationMindfulness: The Key to Health and Wellness. John Orr, MA, LPCC-S Mindful Youth Cincinnati, OH
Mindfulness: The Key to Health and Wellness John Orr, MA, LPCC-S Mindful Youth Cincinnati, OH What Makes Up Our Experience of Reality? Thoughts Beliefs Emotions Sensations Physical Senses Perceptual Experiences
More informationVideo games: Factors associated with problem use. Nick Harris, PhD, R. Psych
Video games: Factors associated with problem use Nick Harris, PhD, R. Psych Original Video Games 1975: Pong played on Atari is released. Became very popular 1977-1980 s: Arcade games such as Pac-Man and
More informationA Gift of Fire: Social, Legal, and Ethical Issues for Computing Technology (Fourth edition) by Sara Baase. Term Paper Sample Topics
A Gift of Fire: Social, Legal, and Ethical Issues for Computing Technology (Fourth edition) by Sara Baase Term Paper Sample Topics Your topic does not have to come from this list. These are suggestions.
More informationHow to Have Your Best Year Every Year.
How to Have Your Best Year Every Year. A Workbook by Ann Hawkins For a quick but effective insight, work through these ten questions and then, if you have a significant other in your life or business,
More informationKnowing when: It s Time for Table Talk
Knowing when: It s Time for Table Talk By: Alisa Nelson, MSW Anger management: 10 Helpful Hints to Control Anger Keeping your temper in under control can be thought provoking. Using simple anger management
More informationThe Impact of Technology on Children Workshop. Age Ratings of Video Games. Cheryl I anson
The Impact of Technology on Children Workshop Age Ratings of Video Games Cheryl I anson What are video game age ratings? Classification certificates are given to video and computer games by law. They are
More informationPARENT S GUIDE TO THE CONTRACT PACK
PARENT S GUIDE TO THE CONTRACT PACK So why did we create these contracts? We don t want you to try to manipulate your teenager s behavior with a document... We don t want you to think you can sue your
More informationChapter 4 Summary Working with Dramatic Elements
Chapter 4 Summary Working with Dramatic Elements There are two basic elements to a successful game. These are the game formal elements (player, procedures, rules, etc) and the game dramatic elements. The
More informationThe Facts about Video Game Violence. Presentation to the York Region Police Services Board May 2005
The Facts about Video Game Violence Presentation to the York Region Police Services Board May 2005 ESA Canada Members: Microsoft Canada Sony Computer Entertainment Canada Nintendo of Canada Hip Interactive
More informationMicrosoft touts Xbox One as all-in-one entertainment (Update 4) 21 May 2013, by Barbara Ortutay
Microsoft touts Xbox One as all-in-one entertainment (Update 4) 21 May 2013, by Barbara Ortutay Microsoft Corp.'s Don Mattrick unveils the nextgeneration Xbox entertainment and gaming console system, Tuesday,
More informationCRAZY LOVE c-group Study
CRAZY LOVE c-group Study Throughout this book, you REALLY want to encourage your group to read, underline, star, highlight and engage the book. That way they will come in prepared to have a discussion.
More informationThe Stop Worrying Today Course. Week 5: The Paralyzing Worry of What Others May Think or Say
The Stop Worrying Today Course Week 5: The Paralyzing Worry of What Others May Think or Say Copyright Henrik Edberg, 2016. You do not have the right to sell, share or claim the ownership of the content
More informationProtecting Intellectual Property
Protecting Intellectual Property Saturday, August 10, 2013 8:00 am - 12:00 pm Terlaje Professional Building, Hagåtña Why You Should Consider Uncopyright for Your Art A presentation by Leo Babauta ZenHabits.net
More informationThe Militarized Marketing of Bushmaster Assault Rifles
The Militarized Marketing of Bushmaster Assault Rifles Remington Outdoor Company, formerly known as Freedom Group, is one of the largest gun manufacturers in the world and specializes in assault rifles
More informationRunning Head: IDENTIFYING GENERATIONAL DIFFERENCES OF IDENTITY
Running Head: Identifying Generational Differences in the Formation of Identity in Online Communities and Networks Hannah Bluett Curtin University 1 Abstract This paper is to examine the generational differences
More informationWhile there are lots of different kinds of pitches, there are two that are especially useful for young designers:
Pitching Your Game Ideas Think you ve got a great idea for the next console blockbuster? Or the next mobile hit that will take the app store by storm? Maybe you ve got an innovative idea for a game that
More informationAnnotated Bibliography
Name Date class and period Annotated Bibliography Observations Outside of Front Office, Salida High School. Salida, CO. Observation 1. 12 January 2012. This set of field notes really helped me be able
More informationHOW TO SURPRISE YOUR READERS
HOW TO SURPRISE YOUR READERS A CBI Special Report by Laura Backes Children's Book Insider, LLC May not be redistributed without permission. How to Surprise Your Readers by Laura Backes It's essential that
More informationVideo Game Education
Video Game Education Brian Flannery Computer Science and Information Systems University of Nebraska-Kearney Kearney, NE 68849 flannerybh@lopers.unk.edu Abstract Although video games have had a negative
More informationA Quick Guide To Search Engine Optimization
A Quick Guide To Search Engine Optimization For our latest special offers, free gifts and much more, Click here to visit us now You are granted full Master Distribution Rights to this ebook. You may give
More informationHai-Ya!!! Manga: Secret Tool of Libraries
Wayne State University DigitalCommons@WayneState Library Scholarly Publications Wayne State University Libraries 3-3-2007 Hai-Ya!!! Manga: Secret Tool of Libraries Rhonda McGinnis Wayne State University,
More informationViolence in Online Gaming: Pushing the Limits. Christy L. Kinnion Meridian Dr. Greenville, NC
Violence in Online Gaming: Pushing the Limits By Christy L. Kinnion 2730-8 Meridian Dr. Greenville, NC 27834 ckinnion@email.unc.edu 252-531-0059 Professor Deb Aikat JOMC 223 December 8, 2004 "It shall
More informationGAME DESIGN AND DEVELOPMENT
GAME DESIGN AND DEVELOPMENT Spring 2017 Dr. Vasile Alaiba Faculty of Computer Science Al. I. Cuza University Iași, România GENRES OF GAMEPLAY Categorizing Games by Gameplay Experience Common Genres Action
More informationWhile this training is meant for new foster parents, it is also a valuable learning tool for experienced foster parents who want a refresher.
Hi, and welcome to the foster parent pre placement training. My name is Lorraine, and over the past 10 years, my husband and I have provided a safe and nurturing home for 14 different foster children.
More informationCaveat. We see what we are. e.g. Where are your keys when you finally find them? 3.4 The Nature of Science
Week 4: Complete Chapter 3 The Science of Astronomy How do humans employ scientific thinking? Scientific thinking is based on everyday ideas of observation and trial-and-errorand experiments. But science
More informationPlease see analyst certification and other important disclosures starting on page 165.
Page 84 Exhibit 120 Third-Party Gross Margin Sensitivity Relative to Hardware Royalties and Manufacturing Costs (US$) Manufacturing Cost Royalty Cost $3.00 $4.00 $5.00 $6.00 $7.00 $8.00 $9.00 $1.00 90%
More informationPersonal Inventory of Potential Changes
Personal Inventory of Potential Changes WHAT CHANGES DO I WANT TO MAKE IN MYSELF IF ANY? Man looks on the outward appearance, God looks on the heart. 1 Samuel 16:7 We will start with the physical and work
More information