Stephanie Douglas
Lauren Clark
English 101
18 November 2010
Violence in Video Games
In today’s contemporary world, technology is everywhere from the home, to the office, in school and in public places. With all the technological advances that have been made in recent decades, the variety and quality of technological devices has increased as well. With the increase in technological devices such as computers and televisions there is also an increase in the different mediums in which media is presented. One unlikely media that is often forgotten is the video game and according to statistics, “children spend an average of ten hours per week playing video games” (Olsen). Video games can present ideas to players, provide information, and affect the user just as much as any other media source. Because of the advances in technology, video games these days contain extremely detailed graphics and have become more and more demanding of the player. Unfortunately many video games these days have additionally become more violent in nature and contain unrealistic ideas or situations. The use of such video games causes many adverse effects on the players.
There are countless games out there, each with a storyline or a main goal that is supposed to be completed. For many games, violence is a prevalent theme that is displayed and even promoted by the game itself. Some video games have a reputation for being detrimental to the players and causing obsessive or compulsive behavior. A large part of all the video games out there feature aggressive acts and violence. This is a huge issue when it comes to the effects it has on the players. In recent studies it appears that “exposure to violent media increases aggressive behavior in children and youth. This exposure increases feelings of hostility, thoughts about aggression, and suspicions about the motives of others, and demonstrates violence as a method to deal with conflict” (Carll). This type of finding has been seen in many cases. The aggressive and violent nature of video games seems to be increasing, and the present day games are nothing like the old school games like Donkey Kong. Tetris, or Pac Man. In the past games were simple and contained a simple task to complete, but nowadays they have become increasingly complicated.
One video game series known for its disturbing aspects is Grand Theft Auto. In any of the games in the series, players are involved in drug-trafficking, murders, harming civilians, beating up people for money, and players even have the ability to pick up prostitutes. This depiction of violence and illegal activities has influenced the teens that play these games. A new and more popular video games have a lot of violence and killings. Call of Duty is popular first person shooter game series that features blood, gore, intense violence, and strong language. Although the players are functioning as a part of military operations, the violence present still can affect the user negatively. Young players do not need to be exposed to violent scenes of shooting people.
Video games can be just a fun distraction from homework or an activity to do with friends, but when compulsively played they can alter people’s personalities and actions. The overuse of violent video games has been proven to lead to aggressive behavior. In recent study comparing the effects of an aggressive game versus a non-aggressive game found that boys who had played the aggressive game displayed more verbal and physical aggression to inanimate objects and playmates during a play session following (Irwin and Gross). This type of response to the violence displayed in games seems to be very common.
Overall there is an abundance of aggressive and violent themes present in today’s video games. This violence can infiltrate the young minds of those who use these games and alter their understanding of what is normal. Media can present many messages to the public and a video game is just anther type of media that reiterates what is seen in movies, on the television and in books.
Carll, Elizabeth K. "Violent Video Games: Rehearsing Aggression". The Chronicle of higher education. Vol. 53, (45). p.12-15
Irwin, A Roland, & Gross, Alan M. Cognitive tempo, violent video games, and aggressive behavior in young boys. Journal of Family Violence, 1995. 337-350.
Olson, Beth. "Killing Us Softly 3: Advertising's Image of Women / Game Over: Gender, Race & Violence in Video Games". Journalism history,2000. 26 (3), p. 133.
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