The Violent View: Violent Video Games and Our Youth. Doran Johnson PSY Lethbridge College

Similar documents
Video Games ProCon.org. 22 Charts & Graphs on Video Games & Youth Violence

Sample Sample ADMINISTRATION AND RESOURCE GUIDE. English Language Arts. Assesslet. Argumentative

Reference Summary Paraphrase Direct Quotation R/C/Q Tumbokon, C. (n.d.). The Positive and Negative Effects of Video Games.

Violence has been a mainstay in video games since the medium was created, and for

Running head: IMPACT OF VIOLENT VIDEO GAMES 1

Video Games and Violence. On the other hand, there are those that say state video games do not have an effect on someone s

GLOBAL PERSPECTIVES AND RESEARCH SYLLABUS #9239 Zeus Cortes Aguila 0222 HIALEAH GARDENS HIGH SCHOOL US675 COMPONENT 3 TRANSCRIPT & REFLECTIVE PAPER

Understanding the lives of problem gamers: The meaning, purpose, and influences of video gaming

English as a Second Language Podcast ESL Podcast 295 Playing Video Games

EFFECTS OF VIRTUAL VIOLENCE ON CHILDREN AND ADOLESCENTS

Treating Adolescent Trauma with Mindfulness. USC-ATTC Webinar. Treating Adolescent Trauma with Mindfulness. Disclosures. Learning objectives

Unexpected Benefits to Human Brain

The Facts about Video Game Violence. Presentation to the York Region Police Services Board May 2005

Harris Poll On Line. GuwM Eligibility. Growing up with Media (GuwM) Methodology 6/20/2013

Problem Oriented Screening Instrument for Teenagers (POSIT)

TEACH, DON T PROTECT. Media Violence Forum London ON, Oct. 21 st. Linda Millar

The Effects of First-Person-Shooter Video Games on Adolescents. Jake Fletcher. Texas Tech University

Student Opinion: Too much time spent playing video games can damage kids' brains

Violent Video Games A presentation by: The Be the Change Campaign

The Video Game Controversy: Aggression, Benefits, and Addiction. Michele Zorrilla COMS 605. Hawkins. April 13, 2012

Violent Video Games: Emotional Effects on Adolescents

The Effects of Playing Violent Video Games on Youth: A Three-Year Longitudinal Study

How To Talk About Videogames (Electronic Mediations) By Ian Bogost READ ONLINE

Decreasing the Negative and Increasing the Positive. Part I Considering what is good for us and learning to appreciate those positive things:

How Can I Deal With My Anger?

PERSONAL DATA: Name: Date of Birth: Address: Home Phone: Cell Phone:

Extended Definition Essay: Violent Video Games

People Decoding Violent Video Games. By: Stephon Sharp

MINDFULNESS & PURPOSEFUL CONCENTRATION FOR STUDENT SUCCESS

Summary of Autism Parent Focus Group 7/15/09

HOW TO MANAGE THE MOVE FROM EMPLOYMENT TO SELF EMPLOYMENT

ANXIETY SYMPTOMS INTERVENTION. Applying Detective Thinking to Big Worries Applying Detective Thinking to Other People s Worries

Lets play Video Games. Video games have always caused a controversy. Are they too violent? Are they

Video Games in Education: an Analysis beyond Prejudice

What is your life like now?

The World of Video Games. Beep, buzz, zing, wakka-wakka: these are the sounds that echo through any

News Debate: Firefight

Explanation of Emotional Wounds. You grow up, through usually no one s intentional thought, Appendix A

Here s Your Very Own Letter-Writing Kit!

Reference Summary Paraphrase Direct Quotation R/C/Q Tumbokon, C. (n.d.). The Positive and Negative Effects of Video Games.

Foyer Initial Readiness form

RELATIONAL EVANGELISM

News Debate: Firefight

Issue Overview: Do video games cause violence?

Dude, You Just Stole Her Car. my friend s family room and see the game Grand Theft Auto on the screen.

INFORMATION ON VIOLENT COMPUTER/VIDEO

Mindfulness Strategies in the Austin Independent School District (AISD)

Who plays mobile games? Player insights to help developers win

Originally developed by Paul Stallard Ph.D,

C O L L E G E G U I D E

Philosophy Of Science: Perspective On Organisations And Society. By Liv Egholm

Executive Summary. Correspondence between age and grade. Grade Outside Quebec. Grade In Quebec Secondary

Gaming at the Library on a Shoestring Budget

180 Questions for Connecting Circles and Delightful Discussions Compiled and modified by Elaine Shpungin, Ph.D., Conflict180.com

Assertive communication

TCAP Grade 8 Writing Text 1

Look at your results and decide who is the biggest computer gamer in your class.

Your guide to children s residential care

Mindfulness in schools

Student Questionnaire (Grades 7-12)

Argumentative Essay: Technology: A Tool for School? One hundred years ago, people could only dream about a society full of hand held

UNIT 5 Games and social media to promote intergenerational learning. Module 1 Introduction: Understanding and classifying games

I have felt the same way. Ive had hosts feel that way before.

not 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.

Coping with Trauma. Stopping trauma thoughts and pictures THINK GOOD FEEL GOOD

Anne Joice. Anne Joice (2005). All rights reserved. Do not reproduce materials in any form without permission.

FLAKTEST GAMING REGIONAL LEAGUE COMPETITOR

Exposure to Effects of Violent Video Games: Desensitization. Valentine Anton. Algoma University

ASSERTIVE, PASSIVE, AND AGGRESSIVE BEHAVIOR

Counselling Consent. What is counselling all about? How will counselling help? Risks involved in counselling. Values Statement

The Effects of Gore helps bring out more realism for Gahr

Peer to Peer Application

Internet Gaming: Wat is a MMORPG WoW. Warm-Up. Warm-Up. What do you think a gamer is? What do you think is too much time spent talking to friends?

LEARNED HELPLESSNESS: ARE YOU DOING TOO MUCH FOR YOUR CHILD? by Debbie Pincus, MS LMHC

News English.com Ready-to-use ESL / EFL Lessons Grand Theft Auto IV to smash sales records

ICT and ist effect on young Generation ICT is an extended term for Information Technology (IT) which stresses the role of unified Communications and

Volume 3, Number 3 The Researcher s Toolbox, Part II May 2011

FLAKTEST GAMING HIGH SCHOOL ESPORTS CLUB

BACK-TO-SCHOOL VIDEO INTERVIEW

Running head: EVERYTHING S IMPORTANT, EXCEPT FOR OUR FUTURE 1

THE AHA MOMENT: HELPING CLIENTS DEVELOP INSIGHT INTO PROBLEMS. James F. Whittenberg, PhD, LPC-S, CSC Eunice Lerma, PhD, LPC-S, CSC

Gaming: A Force for Good? In the past decade, video gaming has become increasingly popular. 1

Basic Humanity. How Your Emotions Guard Your Core Value. Steven Stosny, Ph.D.

How Video Games Are Getting Inside Your Head And Wallet By Steve Henn, for NPR 2013

K-12 Mindfulness and Yoga-related Training Courses/Curricula Reference Chart for PAUSD Principals, Teachers, and Administrators

date: strategy workbook

Too boring Too tricky Too blurry Too sitty

BEDTIME-GAME FOR THE WHOLE FAMILY

PARENT S GUIDE TO THE CONTRACT PACK

...And How to break them

Parents Guide to Fortnite

Online publication date: 09 March 2010 PLEASE SCROLL DOWN FOR ARTICLE

CHAPTER 1. Reflections on Your Present

VIDEOGAMES IN EUROPE:

Mindfulness: A doorway to the Human Curriculum

Rachel Stanton. Project report STS390, Media, war and peace

22: Negotiation & Refusal Skills

Young people and media What is media literacy? 3. Media education approaches

Developed by Mary Ellen Copeland PO Box 301, West Dummerston, VT

STEPS. How to Look Out for Yourself. Nancy Lobb illustrated by David Strauch. Third Edition

Transcription:

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 be? Children play violent video games all the time, does it really lead them to do violent behavior just because they did it in their game? I wanted to look at that very question. Does participating in interactive violent video games cause young people to act out more violently in real life? That question becomes more relevant now more than ever as playing video games has become socially acceptable over the past decades. As they become more popular with the growing public do we see that it is affecting the minds of our youth thinking that violent behavior is ok? Or do we find that the games they play have little to no effect on them in the long run? The Game From the 1980 s Pac-man to the present time Modern Warfare games we have seen a lot of culture change on the view of gaming. Looking at what was only done on a Friday or Saturday night at the arcade turns into sit at home with your friend s games night. Not only has the location of gaming changed but also the tolerance of gaming by the public. Now not only is it for the so called Nerds but people of all social groups now or have played video games. As we go on to see now as people who don t play games are now out of the norm. Now just like in movies and other forms of media, programmer and distributors want to pushing the envelope by increasing the about of violence and sexual content in which they can but in gaming. Now this is where concerned parents and many of the general public seeing where kids are getting this extra aggression from. Looking at that, who wouldn t glance at that and wonder

3 if this is the cause? But with so many different a type of people and their personality s also a great collection of different types games out there, where do we begin? Gaming Reward System Looking at why they play and also why they keep playing is big part of what we should look at. Increasing the amount of timed play should be a factor for looking at the aggression levels. Looking for more information I found this academic source that goes along with this statement published by Krystyna A. Mathiak in 2011. Krystyna A. Mathiak, Hermann Ackermann, Martin Klasen, Klaus Mathiak, Sukhwinder S. Shergill and Rene Weber (2011) Reward system and temporal pole contributions to affective evaluation during a first person shooter video game, BMC Neuroscience. 12 (July 12, 2011): p66. Retrieved from: prodid=pppc&usergroupname=leth49384&tabid=t002&searchid=r14&resultlisttype=result _LIST&contentSegment=&searchType=AdvancedSearchForm&currentPosition=9&contentSet=G ALE A262903543&&docId=GALE A262903543&docType=GALE&role= Krystyna A. Mathiak has affiliations with the Department of Child and Adolescent Psychiatry, Psychometrics and Psychotherapy, RWTH Aachen University in Aachen, Germany. Why this is relevant of this article talks about that no indication that the violence was not rewarding for the players. While a little aggression appeared after playing a game, it soon then dispread as time passed by not causing a maintained level of violent behavior. Just as a person may be frustrated after having a verbal conflict with someone, all the person needs is a little time to blow off some steam. We sometime see that this may be a case where it is the few ruin it for the many as we look deeper into the gamers mind.

4 More than just a game? As they keep playing the games we might now look at other factors that can come into effect. Could the other forms of media such as TV and movies increase the effect of violence. More times than most when they are not playing video games they are watching TV. Looking for more information I found this academic source that goes along with this statement published by Charles Cunningham in 2001. Hundert J, Boyle MH, Cunningham CE, Bennett KJ, Lipman EL, Brown S, Robinson TN, Jones MB, Offord D, Cunningham CE, Cunningham LJ, Martorelli V, Stoolmiller M, Eddy JM, Reid JB (2001) Reducing television, videotape, and video game use in children decreased peer rated aggressive behaviour. Evidence-Based Mental Health. 4.3 (Aug. 2001): p87. Retrieved from: prodid=pppc&usergroupname=leth49384&tabid=t002&searchid=r17&resultlisttype=result _LIST&contentSegment=&searchType=AdvancedSearchForm&currentPosition=1&contentSet=G ALE A77626497&&docId=GALE A77626497&docType=GALE&role= Charles Cunningham has a PhD from the McMaster University, Hamilton, Ontario, Canada. This study showed that the kids that used the TV, video games and movies showed less aggressive behavior towards their peers. Disconnected from Society When people go too far to get something they want most people call that an addiction. As we see some kids now going into the gaming world to relax themselves from the days cares. But how much is too much? Looking for more information I found this academic source that goes along with this statement published by Cheryl K. Olson in 2007.

5 Cheryl K. Olson, ScD, Lawrence Kutner, PhD, and Eugene V. Beresin, MD (2007)Children and Video Games: How Much Do We Know? Psychiatric Times. 24.12 (Oct. 1, 2007): p41. Retrieved from: http://go.galegroup.com/ps/retrieve.do?sghitcounttype=none&sort=relevance&inps=t rue&prodid=pppc&usergroupname=leth49384&tabid=t002&searchid=r15&resultlisttype=re SULT_LIST&contentSegment=&searchType=AdvancedSearchForm&currentPosition=3&contentS et=gale A169327500&&docId=GALE A169327500&docType=GALE&role= Dr Olson teaches in the department of psychiatry at Massachusetts General Hospital and also at Harvard Medical School in Boston. The research that he found was that the more time they spent in the gaming world the less time they were learning about how to deal with real life issues such as depression and consequences of real life. Without proper guidance the teen/child may look at violence as they looked at it through their video game, clean and consequence-free. It also puts a lot on the parents to get involved in what their child is viewing and is taught how to cope with real life situations, and also to encourage critical thinking. Conclusion With looking at this research and other information that I have found I conclude that the link between long-term violent behavior and video games is little next to none. You will always see the rare few cases where it is linked to a game, but to the population mean the violent games have little effect. Can we let a few ruin it for the many? If guided and controlled we can see that video games are an enjoyable pass time between friends and family. Until we see outstanding evidence that counteracts these statements we can be sure the gaming industry isn t going anywhere. So sit back and enjoy your game.

6 References Krystyna A. Mathiak, Hermann Ackermann, Martin Klasen, Klaus Mathiak, Sukhwinder S. Shergill and Rene Weber (2011) Reward system and temporal pole contributions to affective evaluation during a first person shooter video game, BMC Neuroscience. 12 (July 12, 2011): p66. Retrieved from: prodid=pppc&usergroupname=leth49384&tabid=t002&searchid=r14&resultlisttype=result _LIST&contentSegment=&searchType=AdvancedSearchForm&currentPosition=9&contentSet=G ALE A262903543&&docId=GALE A262903543&docType=GALE&role= Hundert J, Boyle MH, Cunningham CE, Bennett KJ, Lipman EL, Brown S, Robinson TN, Jones MB, Offord D, Cunningham CE, Cunningham LJ, Martorelli V, Stoolmiller M, Eddy JM, Reid JB (2001) Reducing television, videotape, and video game use in children decreased peer rated aggressive behaviour. Evidence-Based Mental Health 4.3 (Aug. 2001): p87. Retrieved from: prodid=pppc&usergroupname=leth49384&tabid=t002&searchid=r17&resultlisttype=result _LIST&contentSegment=&searchType=AdvancedSearchForm&currentPosition=1&contentSet=G ALE A77626497&&docId=GALE A77626497&docType=GALE&role= Cheryl K. Olson, ScD, Lawrence Kutner, PhD, and Eugene V. Beresin, MD (2007) Children and Video Games: How Much Do We Know? Psychiatric Times 24.12 (Oct. 1, 2007): p41. Retrieved from: http://go.galegroup.com/ps/retrieve.do?sghitcounttype=none&sort=relevance&inps= true&prodid=pppc&usergroupname=leth49384&tabid=t002&searchid=r15&resultlisttype=r ESULT_LIST&contentSegment=&searchType=AdvancedSearchForm&currentPosition=3&conten tset=gale A169327500&&docId=GALE A169327500&docType=GALE&role=