Saturday, March 30, 2019
Effects of Violent Video Games | Essay
Effects of Violent tv set Games EssayViolent information processing system bleeds, and their possible effect on tinkerers. penetrationThe ProblemsSocial Effects of Playing data processor GamesConclusionBibliographyIntroduction nourishment childrens passion for information processing systems, billions of dollars in both unrestricted and private funds argon being spent to give children entrance m oney in school, at sign, and in the community. Nearly both school is right off equipped with computing devices, (Fisch, 2004, p. 2) and over two- trinitys of our nations children remove access at root. (Fisch, 2004, p. 4) But is electronic computing device technology actu solelyy ameliorate their lives? Computer technology has transformed society in a add up of pro rig expressive styles. For better or worse, the increasing pervasiveness of calculating machine technology is a reality no one peck ignore or s head, non that one would. Computers argon fast becoming integr ated into nearly every aspect of daily living, from school to usage, to banking and shopping, to paying taxes and so far voting. They provide access to a wide range of information without a trip to the library. They take doublel messages in place of the post office or telephone. And they argue with newspapers, radio, and television in providing frolic and news of the day.Computer technology in like manner has a pro comprise effect on our economy. Not only ar computers changing the way respectables and services be manufactured, distri merelyed, and purchased, but they atomic number 18 as tumefy as changing the skills workers need to be cropive and earn a living. This mode sets the stage whereby we upgrade our children to utilize a computer, as much(prenominal) represents not the world of tomorrow, but the world of at at once, and thus they need to be computer literate. The public gener every(prenominal)y agrees that for children to participate br some otherlyly, eco nomically, and politically in this new and several(predicate) world, they must acquire a certain level of comfort and competency in victimisation computers. National polls indicate widespread bear out for providing children with access to computers to enable them to learn adequate computer skills and improve their instruction (Trotter, 1998, pp. 6-9). In accompanys, most p atomic number 18nts and children report that they view computers and the Internet as a positive force in their lives, despite concerns about exposure to contradictory commercial, sexual, and ferocious satiate (National School Boards Foundation, 2000). Most p atomic number 18nts believe that the Internet crowd out help children with their homework and allow them to discover fascinating, put onful things, and that children without access ar disadvantaged compared to those with access.The scenarios described above represent the current coevals of parents, as opposed to their children. A generation that g rew up on computer and television spiriteds that their parents had no idea of what they were compete, or steady what the technology was. Thus, in that respect was a real understanding and involvement gap (Brougere et al, 2004, p. 1-4). Those basically unsupervised children are now adults. Adults that grew up selecting their birth video and computer juicys darn developing their own culture without centering to determination as to what was good for them or bad, as they were safe interested in the experience of a new technology changing the world of play and relaxation. Thus it was the game, close regardless of what it was, and not the subject that ruled (Brougere et al, 2004, p. 1-4).When discussing fury in computer games, as a result of this foundational background understanding, in that respect are tether standards from which to choose, the children of parents who grew up vie games and basically picking them out themselves, those whose parents supervised what they pla y and purchased, which is a small minority, and lastly, those adults who either didnt involve either video games or computers in their home. The assumption is, that almost all of todays adults contend video and or computer games when they were children, if not their own, then on a friends console or computer. Children of a generation whose parents were maybe subject more or lesswhat to computers at work, but more than often than not, were not.Thus, the chore of frenzy fixs one that rests on the shoulders of game developers, manufacturers and public figureers base upon perseverance research, educational and excited findings, as closely as studies concerning the set up of wildness on children. The parents of todays adults knew about the creeping abandon on TV, that they grew up with and which was publicise when they were children and teenagers. But, the circumstances are different today, as at that place is no television standards board making noise about PC and vi deo game national. Thus, the level of acceptable violence as well as the surmounts, industry oversight and general standards as to what is and is not acceptable comes into play. If you straits the implicit in(p) foundation, think about the favouriteity of Madden football. Like it our not, that U.S. bluster tops fisticuffs for all out mayhem, violence, competitive spirit and ill will. Thus, the dilemma as delineate by attempting to equate the level of violence and their effect is base upon a generation that really had no boundaries.The jury is still out on the subject of the effects of computer games on children, teenagers, and young adults, and it is seemingly hopelessly divided. There are an overwhelming number of parents, pegged at 96 pct, based upon a survey conducted by the synergistic Digital Software crosstie who indicate that they pay maintenance to video and computer game content that their children play (Business Wire, 2003). That analogous survey indicated tha t 44 share of the parents in homes that own either video game consoles and or computers stated that they themselves utilize to play interactive games and that they play with their children either on a daily or weekly basis (Business Wire, 2003). The returns from that survey found that all in all over 60% of the responding parents play interactive games with their children at least once in the month (Business Wire, 2003). The parents responding at a rate of 89 percent stated that they were there when the games were purchased for children under the age of 18.The survey revealed some provoke trends, as well as revealed that the children who are playing computer and or video games are the offspring of former and present players themselves. This brings to mind if these parents word sense level of violence in computer and video games is slightly jade in terms of what constitutes violence. In fact, the majority of gamers, as they are termed, are in fact adults, according to the Intera ctive Digital Software crosstie survey (Business Wire, 2003). The survey revealed that the entire universe of game players is getting older. The part of players who were under the age of 18 made up just 30 percent of the gamer population, which is tear down from the 34 percent recorded in 2002 (Business Wire, 2003). However, the survey avoided the critical issue, the extent of violence in the games the parents indicated that they were supervising the buying for, as well as playing with their children. The survey did state that 36 percent of the games played on computer were action oriented, which tied with puzzle, board, and card games for the top spot (Business Wire, 2003). In fact, the preferences were almost evenly divided across the foursome categories, with driving and racing games scoring at 36 percent, and sports at 32 percent.Excessive, unmonitored usance of computers, especially when combined with use of other(a) screen technologies, such as television, can place ch ildren at risk for harmful effects on their physical, affectionate, and psycho dianoetic development. Children need physical activity, social interaction, and the love and guidance of caring adults to be healthy, happy, and productive. (Hartmann and Brougere, 2004, p. 37- 41) Too much clip in drive of a screen can deprive children of while for organized sports and other social activities that are beneficial to child development. (Hartmann and Brougere, 2004, p. 37- 41) In addition, children may be exposed to red, sexual, or commercial content beyond their years, with tenacious-term detrimental effects (Brougere et al, 2004, pp. 8). At present, prodigal use of computers among children, especially young children, is not typical. National survey data gathered in spring of 2000 indicated that children ages 2 to 17 spent about 34 minutes per day, on average, using computers at home, with use increasing with age (Preschoolers ages 2 to 5 averaged 27 minutes per day, school-age ch ildren ages 6 to 11 averaged 49 minutes per day, and teens ages 12 to 17 averaged 63 minutes per day) (Brougere et al, 2004, pp. 9). Available data on computer use at school suggest that exposure in the early main(a) grades, at least, is relatively modest. A spring 1999 survey of 26 chief(a) schools in the heart of Silicon Valley, where computer use might be expected to be high, found that although 70% of t to each oneers in kindergarten through third grade had their students do some work on computers, the students computer quantify averaged less than 10 minutes per day (Brougere et al, 2004, pp. 11). This data suggest that junior children in particular are not currently using computers for unjustified amounts of time.In the case of video games, even their critics acknowledge that they are instructing our children. The critics just dont like the form and the sometimes hazardous and sexually explicit content of the instruction, which they believe teaches children aggressive be haviors (Suellentrop, 2006). Yet if such games are nothing more than murder simulators, as one critic has called them, why is it, as free rein enthusiasts never tire of pointing out, that the murder rate has declined in late years, there are more video games, and more knock-down-and-drag-out ones, than ever (Suellentrop, 2006). The strategic thing to find out about video games isnt whether they are teachers The question is, as game designer Ralph Koster writes in A Theory of frolic for Game formula (2004), what do they teach? (Suellentrop, 2006). The marketplaceing strategies of game companies colligate closely to Hollywood action motion-picture shows as a means to come upon more gamers.The Cinema has emerged as the most prominent influence on games. Both cinema and games are superficially alike, in that they are relatively modern media that deliver audio-visual content to paying audiences. The alike(p)ities that the media share make up meant that some artistic strategie s can be transferred mingled with the two. However, there is a spring to the extent that artistic techniques can be taken from one and used in the other. Game designers are increasingly using unsuitable cinematic conventions in the creation of their games. Activision, a Santa Monica based game manufacturer generated the furious 4 game in agreement with its studio, whereby you can assume the persona of Mir. Fantastic/Reed Richards, Invisible Woman/Sue Storm, Human flannel mullein/Johnny Storm, or Thing/Ben Grimm and master their individual attributes and unique powers to pass puzzles, overcome obstacles, and defeat enemies. Another option is to control the Fantastic 4 in concert as a team and dynamically switch between characters during their adventures, and combine super powers in rank to level more lay waste to attacks and accomplish missions (Society for the Advancement of Education, 2005). And the trend includes almost any Hollywood movie that can be converted to action, w ith the Fantastic 4 representing a mild-mannered version of what the industry has to offer. The basic theme is the good guys, against the bad guys in such re-creations as X-Men Legends II Rise of Apocalypse, the rival X-Men and Brotherhood where you are bonded by a common enemy, controvert ramp by side for the first time, allowing players to switch instantly between super-power wielding teammates as they overcome obstacles, settle puzzles, and defeat more than 100 types of enemies (Society for the Advancement of Education, 2005).Violence is a popular form of entertainment a crowd of onlookers enjoys a street fight just as the Romans enjoyed the gladiators, and wrestling is a popular spectator sport not only in the United States, but in umpteen countries in the Middle East (Centerwall, 1989, p. 23). Local news shows provide extended coverage of violent crimes in order to increase their ratings. Technological advances have dramatically increase the availability of violent enter tainment. The introduction of television was critical, peculiarly in making violent entertainment more available to children. more(prenominal) recently, cable systems, videocassette recorders, and video games have change magnitude exposure. Hand-held cameras and video monitors now permit filming of actual crimes in progress. Economic competition for viewers, oddly young viewers, has placed a premium on media depictions of violence, as their attention translates into store sales.The ProblemsThe level of acceptable violence of computer games, as well as violence in itself thus represents the question, as the top change computer and video games all were violence based. And while the non-violent Sims simulation game proved to be the top seller at 16 one thousand thousand copies, the succeeding(a) four games totaled 32 one million million (Wikipedia, 2007). Of those games Starcraft, 9.5 million copies sold, is a strategy war game played in space, whereby one can get a good idea of its content by the give ear on its expansion pack, StarCraft Brood War (Blizzard fun, 2007). Half-Life (Planet Half-Life, 2007), 8 million copies, is a first person shooter game featuring blood spatters and other effects. Of the top ten computer games four are violence based, and of the next ten, 11 through 20, 5 are violence-based games (Wikipedia, 2007). Thus the ethics are sales, as well as creative foundation and premise from which the games are fashioned. The differing themes represent directions in terms of game development, what the manufacturer has build their temper on, and the gamer profile they appeal to. Based upon the preceding the industry is split down the middle, with half(prenominal) gong for violence, and the other utilizing non-violent content.There is considerable evidence that violence on television, in video as well as computer games is harmful to children (Hope, 2005). And just as the current parents became adjusted to certain levels of violence in their exposures decades ago, such has magnified for their offspring according to lecturer Lesley stump spud of Robert Gordon University (Grant, 2006). The preceding calls for a scientific psychology concerning the effects violence games had on the parents to understand the level their children are being exposed to. such should not only help us to understand our own the parents violence level, it should help to determine where this all stands in the realm of what is normal, speech in relative terms. Playing computer games can be an Copernican building block to computer literacy because it enhances childrens ability to read and visualize images in three-dimensional space and track multiple images simultaneously and there is as well limited evidence available likewise indicates that home computer use is linked to slightly better academic performance. (Alington et al (1992, pp. 539-553).Dominick (1984, pp. 136-147) expresses concern there are the findings that playing violent computer g ames may increase aggressiveness and desensitise a child to suffering, and that the use of computers may blur a childs ability to distinguish real life from simulation. Compared to girls, boys spend more than double as much time per week playing computer games (Funk, 1993, pp. 86-89) and are five times more in all likelihood to own a computer game system (Griffiths and Hunt, 1995, pp. 189-193). In a subject of self- inform leisure time activities of 2,200 third and fourth graders, computer games topped the list of activities among boys 33% of boys reported playing computer games, compared with fewer than 10% of girls (Harrel et al, 1997, 246-253). Initially it was thought that this distinction was the result of the games violent themes and lack of female protagonists (Malone, 1981, pp. 333-370). A more likely reason, however, is the difference between the genders in their play preferences boys tend to prefer bear upon play based on fantasy, whereas girls tend to prefer pretend play based on reality, a rare theme for computer games, even those designed specifically for girls.Social Effects of Playing Computer GamesAs mentioned earlier, game playing has long been the predominant use of home computers among childrenespecially among younger boys. Although the available research indicates that moderate game playing has little social shock absorber on children, concerns nonetheless have been raised about uppity game playing, especially when the games contain violence. Research suggests that playing violent computer games can increase childrens aggressive behavior in other situations.existent research indicates that moderate game playing does not significantly touch childrens social skills and relationships with friends and family either positively or negatively. Studies often found no differences in the sociability and social interactions of computer game players versus non-players, (Phillips et al, 1995, pp. 687-691) but a few studies found some mildly pos itive effects. For example, one study found that frequent game players met friends outside school more often than less frequent players. (Colwell et al, 1995, pp. 195-206) Another study of 20 families with new home computer game sets explored the benefits and dangers of playing games and found that computer games tended to bring family members together for shared play and interaction. (Mitchell, 1998, pp. 121-135)Less is known, however, about the long-term effects of excessive computer use among the 7% to 9% of children who play computer games for 30 hours per week or more. (Griffiths and Hunt, 1995, pp. 189-193). It has been suggested that spending a disproportionate amount of time on any one leisure activity at the depreciate of others will hamper social and educational development. (Griffiths and Hunt, 1995, pp. 189-193) Indeed, one study of fourth- to twelfth-grade students found that those who reported playing arcade video games or programming their home computer for more than an hour per day, on average, tended to believe they had less control over their lives compared with their peers. (Wiggins, 1997) In addition, some evidence suggests that repeated playing of violent computer games may lead to increased aggressiveness and hostility and desensitize children to violence. (Provenzo, 2001, pp. 231-234)Although educational software for home computer use includes many games that encourage positive, pro-social behaviors by rewarding players who cooperate or share, the most popular entertainment software often involves games with competition and aggression, and the amount of aggression and violence has increased with each new generation of games. A content analysis of recent popular Nintendo and Sega Genesis computer games found that nearly 80% of the games had aggression or violence as an objective. (Dietz, 1998, pp. 425-442) One survey of seventh- and eighth-grade students found that half of their favorite games had violent themes. (Funk, 1993, pp. 86-89) Yet parents often are unaware of even the most popular violent titles, despite the rating system from the EntertainmentIn a 1998 survey, 80% of junior high students said they were known with Duke Nukema violent computer game rated mature (containing animated blood, gore, and violence and sinewy sexual Content), but fewer than 5% of parents had heard of it. (Oldberg, 1998) Numerous studies have shown that watching violent television programs and films increases children and adults aggression and hostility (Friedrich-Cofer and Huston, 2000, pp. 364-371) thus, it is plausible that playing violent computer games would have similar effects. The research on violent computer games suggests that there is, indeed, an association between playing such games and increased aggression, and that the critical variable is a preference for playing aggressive games, kind of than the amount of time spent playing. (Friedrich-Cofer and Huston, 2000, pp. 364-371).Several experimental studies suggest th at playing a violent game, even for brief periods, has short-term transfer effects, such as increased aggression in childrens free play, (Friedrich-Cofer and Huston, 2000, pp. 364-371) hostility to perplexing questions, and aggressive thoughts. For example, one study of third and fourth graders found that those children who played a violent game (Mortal Kombat II) responded more violently to three of sextet open-ended questions than did children who played a nonviolent computer game (basketball) (Friedrich-Cofer and Huston, 2000, pp. 364-371). Furthermore, it has been found that children who have a preference for and play aggressive computer games record less pro-social behavior, such as donating money or helping someone. (Friedrich-Cofer and Huston, 2000, pp. 364-371).Studies of television have found that continued exposure to violence and aggression desensitizes children to others suffering, (Rule and Ferguson, 2001, pp. 29-50) but studies of computer games have not yet explore d such a link. At least since the 1980s, however, both the U.S. and British military have used violent video games for training, reportedly to desensitize soldiers to the suffering of their targets and to make them more will to kill. (Kiddoo, 2000, pp. 80-82).ConclusionThe foundation of violence in computer games stems from the fascination with violence as spawned by the movies as well as television. These mediums have become an overbearing influence in game development and its expressive methods are being applied in game linguistic context. A look at the graphics of any video game reveals the similarities as well as attempt to capture as much realism as possible. Such is a natural evolution of the product and technology, but such also is continually blurring the fantasy atmosphere that used to be clearly delineated. The violence that exists in over 50 percent of computer as well as video games is not so much a product of the designers and manufacturers it is a product of society in that the function of their businesses is to fulfill a need. And since the foundation for that need is there, they continue to progress to the games to fill it.The problem starts and exists with the consumer market, one that is a product of television and cinema culture that has been at work long before computer and video games arrived. There is now a sincere understanding that the effects have become deeply grow facets of industrialized cultures, and games can not be blamed, yet they, along with other entertainment medium are contributing to the problem. Youth violence affects us all, and thus a reversal of the process is going to be a difficult undertaking as a result of the historical context from which it came.A look at the top selling video game categories reveals the extent of the problemTable Top Games Genres(Wikipedia, 2007)RankGenre1Strategy / RPG2Action3Sport Games4 hasten5All Shooter Games6Simulations7Family Entertainment8Childrens Entertainment9Fighting10Other Games11 EdutainmentWith the following games rated as all time favorites, based on violent contentDonkey Kong, 1981, Nintendo Co. Ltd, Nintendo of the States, Inc., Arcade.Doom, 1993, id Software, id Software, P.C. DOS.Dragons Lair, 1983. Magicom Multimedia, Cinematronics, Arcade.Duke Nukem, 1991, apogee Software Ltd., Apogee Software Ltd., PC DOS.E.T. The Extraterrestrial, 1983, Atari, Inc., Atari Inc., Atari 2600.Final fantasy series I IX, 1990 2003, square(a) Enix Co., Sony Computer Entertainment America, Inc., Nintendo Entertainment System, Super Nintendo Entertainment System, PlayStation, PlayStation 2.Final Fantasy VII, 1996, Square Co., Sony Computer Entertainment America, Inc., PlayStation.Grand Theft Auto III, DMA role Ltd., Rockstar Games, PlayStation2Half-Life, 1998, Valve Software, Sierra On-Line, Inc., P.C. Win. 95.Legend of Zelda The Wind Waker, 2003, Nintendo Co. Ltd, Nintendo of Europe, Inc., GameCube.Mario Bros I-VII, 1983 2003, Nintendo Co. Ltd, Nintendo of America, I nc., Nintendo Entertainment System, Super Nintendo Entertainment System, GameCube. liquid ecstasy Payne, 2001, Remedy Entertainment Ltd., GodGames, Win. 95.Metal Gear Solid, 1998, Konami Computer Entertainment lacquer Co., Ltd., Konami of America, Inc., PlayStation.Metal Gear Solid 2 Sons of Liberty, 1998, Konami Computer Entertainment lacquer Co., Ltd., Konami of America, Inc., PlayStation 2.Myst, 1994, Broderbund Software, Keyboard Mouse, Macintosh.Pac-Man, 1980, Namco Ltd., Midway Mfg. Co., Arcade.Perfect Dark, 2000, Rare Ltd., Rare Ltd., Nintendo 64.Pokemon, 1998, Game Freak, Inc., Nintendo of America, Inc., Game Boy.Pong, 1973, Atari, Inc., Atari Inc., Arcade.occupier Evil, 2002, Capcom Co., Ltd., Capcom U.S.A., Inc., GameCube.Rogue Leader, 2001, Factor 5, Lucas Arts, GameCube.Silent Hill, 1999, Konami Computer Entertainment Kobe (KCEK), Konami of America, Inc., PlayStation.Space Invaders, 1978, Taito Corporation, Taito America Corp., Arcade.Spacewar, 1962, Russell, S.Street Fighter II, 1991, Capcom Co., Ltd., Capcom U.S.A., Inc., Arcade.Super Mario Bros., 1985, Nintendo Co. Ltd, Nintendo of America, Inc., Nintendo Entertainment System.Tekken 3, 1998, Namco Ltd., Namco Hometek, Inc., PlayStation.Tennis for Two, 1958. Higinbotham, W.Tetris, 1989, Pajitnov, A., Nintendo of America, Inc., Game Boy.grave Raider, Core Design Ltd., Eidos Interactive, PlayStation.Tomb Raider The Angel of Darkness, 2003, Core Design Ltd., Eidos Interactive, PlayStation 2.Winning Eleven 6 Final Evolution, 2003, Konami Computer Entertainment Kobe (KCEK), Konami Computer Entertainment Japan Co., Ltd., GameCube.Wolfenstein 3D, 1991, Apogee Software Ltd., Apogee Software Ltd., PC DOSZelda I VI, 1987-2003, Nintendo Co. Ltd, Nintendo of America, Inc., Nintendo Entertainment System, Super Nintendo Entertainment System, GameCube.As a business, the economics of a return on investment figures importantly into the reasons as to why so many violent games are produced. Simply speech product ion there is a market for them The high cost of producing games engenders a appetite within the companies financing games production to ensure a return on their investment. In most popular mass culture, this has seen a cautious tone-beginning to creating content. There has been a streamlining of the creation of content, be it music, films or games, that has seen the removal of as many variables as possible in order to produce content that can be easily quantified and accounted for. Companies are reluctant to take risks and the simplest way of avoiding them is to repeat previously profitable formulae, or in the case of a developing medium, such as games, to adopt the techniques of the more developed and superficially similar medium of cinema. Designers are reliant upon the finance provided by issue companies to create games. This has seen the production of numerous games based on Hollywood films and characters, or the construction of games that can be marketed and sold on the stre ngth of their cinematic aesthetics and sensibilities.Computer and video game companies base their strategies of what to produce based upon careful market research and raw numbers, and the fact is, since 50% of the market has been and continues to be buying violent game content, they will continue to design and market these types of gamesAnd while the problem is deep seated, there is a logical and easy solution, if only the adults will play along. The survey conducted by the Interactive Digital Software Association (2001), indicated the following statisticsadults purchase 90% of all games soldAnd that is the only statistic that will be utilized to make the point. As the controlling variable in the purchase, it is the adults that need to be reached. The problem is how? Educating Adults to the problem is the logical answer. But as the primary buyers of games overall, they are also severe buyers of violent game content themselves. The preceding is more than an ethical dilemma, it is a cultural one. One whereby the cycle needs to be broken with the same vigor and force that instilled it in the first place. But, that took decades and billions in advertising and selling dollars to put into place. Thus it seems that the only force large enough to impact upon this situation are governments. Therein lies the ethical problem, for this speaks of another regulation is a world that is fast becoming over regulated in order to save ourselves from ourselvesThe solution that the preceding is leading up to is the same as has been done in the instance of cigarette smoking, warning labels on each box as a mandated action. Could the foundation for this approach be similar to the health risk utilized in the instance of cigarettes, only in this instance as a societal risk? That represents an extremely mad subject as it seemingly broaches upon freedom of choice. The warning labels and legislation to stamp down smoking has achieved success as a result of the non-smokers who did not longing to inhale second hand smoke in restaurants, offices and other public indoor locales. These restrictions did not and do not restrict smokers for smoking. Thus, why would it control violent game players from playing.Thus, could a violent game tax be the solution. This would or might represent a choice in that the purposeless money so charged would be put into a victims and marketing fund to fuel additional education on the dangers of violence. Seemingly, that might create an outcry as well, however, as is the case with any type of social change, the majority wins out, thus the non-violent lobby would have to organize itself for a long
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