If anyone could give me their thoughts on this topic, such as whether you think that the way they evaluate video games are too lax, even stating if you were not aware of it's affects is a great help. I'm raising public awareness on violent video games and their effects as a part of a project I'm completing. Sorry for it's length, but I did managed to summarize seven pages to two.
There is severe violence against both genders within video games. Video games further the violent idea of masculinity that men must show power and control through physical appearance, strength and even emotionally, by giving them negative role models and behaviour script (Jhally, 1999). Women are portrayed as sexual objects, and weaker than men which reinforces negative gender roles (Stredder, 2001). Some games are contributing to the normalization of sexual violence and even portrays women deserving to be under the control of men which decreases our sensitivity to it (Jhally, 1999).
Jhally, Sut. (1999). Tough Guise: Violence in Media and the Crisis in Masculinity (Motion picture). Retrieved from http://www.youtube.c...h?v=79ijDA_1FVY
Stredder, B. L. (2001). Girl gamers: Seeking narrative in a male-centered genre. Retrieved from http://www.class.uid...girl_gamers.htm
Video games has become a billion industry (Ferrara, 2009); due to its increasing popularity, parents are becoming increasing concerned about the potential effects that video games, particularly violent video, has on their children. What are the positive or negative effects to video games? Games differ from other forms of media such as movies because players are encouraged to actively engage in the script of the games and pay constant attention (Norcia, 2011). Players benefit from engaging in acts of violence and are then able to move to the game's next level (Norcia, 2011). Recent video games (such as Grand Theft Auto, which earned 500 million in it's first week of sales[Ferrara, 2009]) reward players for killing innocent bystanders, police, and prostitutes, using a wide range of weapons including guns, knives, flame throwers, swords, baseball bats, cars, fists, and feet (Anderson, 2003). These acts of violence are continually repeated throughout the video game; this method of repetition has long been considered an effective teaching method in reinforcing learning patterns (Norcia, 2011). Also, some studies have concluded the watching violence on screen provides a 'behavioural script' that might later be used when confronted with a similar situation in life (Steven, 117). Others believe that exposure to, and identification with, a violent hero will later provide a rationale for similar aggressive behaviour (Steven, 117).
Researchers at the Indiana University School of Medicine say that brain scans of kids who played a violent video game show an increase in emotional arousal, and a corresponding decrease of brain activity in areas involved in self-control, inhibition, attention (Myna & Janushewski, n.d) and a decrease in pro-social behaviour (empathy and helping) [Anderson & Bushman, 2001]. Immediately after exposure to media violence, there is an increase in aggressive behaviour due to four factors (Anderson, 2003). First off, aggressive thoughts increase, which in turn increases the likelihood that a mild or ambiguous provocation will be interpreted in a hostile manner, consequently, the likelihood of aggressive emotions increase (Anderson, 2003). Thirdly, general arousal (e.g heart rate) increases, which tends to increase the dominant behavioural tendency. Finally, direct imitation of what was recently observed may occur (Anderson, 2003). Another approach involves desensitization theory. The basic premise here rests on the belief that a steady diet of media violence can lead to lower levels of sympathy, empathy and concern for others. One study, for example, concluded that: 'men who watch slasher films containing rape depictions show less sympathy toward actual rape victims' (Steven, 117). Exposure can have various effects on beliefs about the world as well, such as the belief that the world is a more, or less, dangerous place than is really the case (Steven, 166).
Cartoon like and fantasy violence is often incorrectly perceived as safe by parents and policy makers, however experimental studies with college students have consistently found increased aggression after exposure to clearly unrealistic and fantasy violent video games (Anderson, 2003). Video games, particularly the addiction to video games, or video game overuse may socially isolate a player (Tumbokon, n.d). Video games, due to constantly remaining in one position, can also effect the physical health, such as obesity, and postural, muscular and skeletal disorders, such as tendonitis, nerve compression, carpal tunnel syndrome (Tumbokon, n.d). Fianlly, video games do not exercise the imagination seeing as the world and the script is given to you (Tumbokon, n.d).
There are benefits to playing as well. Video game may actually teach kids high-level thinking skills that will be needed in the future (Tumbokon, n.d). It teaches following instructions, problem solving and logic, hand-eye coordination, fine motor and spatial skills, resource management and logistics (a player learns to manage the resources that are limited and decide the best use of it), multitasking, simultaneous tracking of many shifting variable and managing multiple objectives (Tumbokon, n.d). In addition, they teach quick thinking, analysing and making decision quickly, strategy, developing reading and math skills, perseverance, pattern recognition, estimating skills, inductive reasoning, memory, and finally team-work and cooperation (Tumbokon, n.d). Video games can also make learning fun, be a bonding experience with friends and family, increase self-confidence and esteem, be a form of exercise with the development of games such as Wii Fit and finally release pent-up aggression and frustration (Tumbokon, n.d).
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