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Violent Games

Essay by   •  July 12, 2011  •  Essay  •  351 Words (2 Pages)  •  1,656 Views

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[Research on violent television and films, video games, and music reveals unequivocal evidence that media violence increases the likelihood of aggressive and violent behavior in both immediate and long-term contexts. The research base is large; diverse in methods, samples, and media genres; and consistent in overall findings.

Short-term exposure increases the likelihood of physically and verbally aggressive behavior, aggressive thoughts, and aggressive emotions. Recent large-scale longitudinal studies provide converging evidence linking frequent exposure to violent media in childhood with aggression later in life, including physical assaults and spouse abuse.

This is a Common Sense Media Approach (2005). Common Sense Media is the leading non-profit organization dedicated to improving media and entertainment choices for kids and families: their goal is to provide trustworthy information on a variety of media content and to create a responsible and enjoyable media environment for everyone. “Playing violent video games is to an adolescent’s violent behavior what smoking tobacco is to lung cancer.” (American Academy of Pediatrics Policy Statement on Media Violence). According to the American Academy of Pediatrics, playing violent video games accounts for a 13% to 22% increase adolescents’ violent behavior compared to a 14% increase in lung cancer from smoking tobacco.[1]

Common Sense Media believes that the current practice of marketing and selling graphically violent and sexually offensive video games to children poses a mental and physical health threat to their health and welfare.

Violent video games negatively affect children’s mental, physical and social well-being. A meta-analysis of over 35 research studies that included over 4000 participants, found that “playing violent video games significantly increases physiological arousal and feelings of anger or hostility, and significantly decreases pro-social helping behavior.” [2]

Further research has shown that the involvement of the player as the perpetrator of violence increased the tendency of video games to inspire violence. [3] Mature games stereotype both race and gender and often reward players for committing violent acts. Violent video games feature a number of disturbing traits. For example: [4] Violent video games have been found to increase violent adolescent behavior by 13%-22%;

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