Showing posts with label violence. Show all posts
Showing posts with label violence. Show all posts

Monday, May 5, 2014

Do violent video games make you more violent?



By: Autumn Hill


Some studies have shown that people who commit violent crimes have been influenced by video games. Other studies disagree and say that violence is always a choice. The debate is endless, but, either way, there are definitely some pros and cons to playing video games. Here are the “Pros” and “Cons” in regards to violent video games, according to the group ProCon.org:

Cons:

1.            Video games often reward players for simulating violence, and thus enhance the learning of violent behaviors. Studies suggest that when violence is rewarded in video games, players exhibit increased aggressive behavior compared to players of video games where violence is punished.

2.            Increasing reports of bullying can be partially attributed to the popularity of violent video games. The 2008 study Grand Theft Childhood reported that 60% of middle school boys who played at least one Mature-rated game hit or beat up someone, compared to 39% of boys that did not play Mature-rated games.

3.            When youth view violence in video games, they are more likely to fear becoming a victim of acts of violence. According to a 2000 joint statement by six leading national medical associations including the American Medical Association and American Psychological Association, this escalated fear results in youth not trusting others and taking violent self-protective measures.

4.            Violent video games require active participation, repetition, and identification with the violent character. With new game controllers allowing more physical interaction, the immersive and interactive characteristics of video games can increase the likelihood of youth violence.

5.            Several studies in both the United States and Japan have shown that, controlling for prior aggression, children who played more violent video games during the beginning of the school year showed more aggression than their peers later in the school year.

Pros:

1.            Violent video games provide healthy and safe opportunities for children to virtually explore rules and consequences of violent actions. Violent games also allow youth to experiment with issues such as war, violence and death without real-world consequences.

2.            Exposure to violent video games has not been shown to be predictive of violent behavior or crime. Any link found between video games and violence is best explained by other variables such as exposure to family violence and aggressive personality.

3.            Violent juvenile crime in the United States has been declining as violent video game popularity has increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled.

4.            A 2004 US Secret Service review of previous school-based attacks found that one-eighth of attackers exhibited an interest in violent video games, less than the rate of interest attackers showed in violent movies, books, and violence in their own writings. The report did not find a relationship between playing violent video games and school shootings.

5.            Video game players understand they are playing a game. Their ability to distinguish between fantasy and reality prevents them from emulating video game violence in real life.

Ninety-seven percent of 12-17 year olds in the United States played video games in 2008, thus fueling an $11.7 billion domestic video game industry. In 2008, 10 of the top 20 best-selling video games in the US contained violence. Violent video games have been blamed for school shootings, increases in bullying, crime, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflicts. Supporters argue that violence is a choice, not something that’s created by a simple game. “The problem is that people are looking for a yes-or-no answer about the role of video games in violence, when there is none,” says Brad Buschman from www.cnn.com.



Tuesday, November 26, 2013

Too much TV violence?



By: Brad Tripp


 

The television has been around since the 1920s. It wasn’t until the thirties and forties that it became popular within our society. As time has gone on, money and popular television shows have become part of a growing industry that feeds the public’s desire for entertainment.

The television industry in the United States made over $35 billion last year, and that number continues to rise. With money also comes greed, which typically includes the desire to make more money.  This cycle created the desire to produce anything to make a quick buck. What will make that fast money? It’s not always quality and/or wholesome television.

According to the American Psychology Association (APA), a 1985 mandate required television shows to inform (warn) people of the potential violence in televised programs. The information provided was that the violence caused children to become less sensitive to pain and others, along with making them act more fearful and aggressive to the world around them.  Children who watch a lot of aggressive movies or shows tend to act out or recreate the scenes of that said program, according to the APA.

A study by Dr. George Gerbner shows that an average television show today contains about 20 violent acts each hour and that children who watch a lot more of it tend to feel the world around them is more dangerous than it actually is.  In that same study, 100 preschool children were observed after watching television with violent cartoons in them and some without.  The study showed those children who watched the violent cartoons were more likely to act or lash out and other students. 

According to thinkquest.org, in 73% of all crimes committed, from theft to murder, the person who committed them was subjected to violence through cartoons and programs on television. As of last year (2012), it was recorded that in 43% of all cartoons a person committed a crime.

Not all television is evil or violent.  There are good programs that can help and keep children and adults entertained. Mainly, it’s all about paying attention and viewing programs that are good to your everyday life and preventing bad things from happening. All in all, television violence is a part of what we’re entertained by, just use with caution.