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MSS 231 Violence & Video Games (TS Issue #5)
Transcript of MSS 231 Violence & Video Games (TS Issue #5)
"Can such games turn a normal common well-adjusted child or adolescent into a school shooter?" (Anderson, 100) After this question is posed to the reader, the text goes on to say 'it would be an overstatement,' and believes video game usage does not effect their actions. The text believes there are many casual risk factors which are involved in the onset of aggression. "Yes" by Craig A. Anderson; expert on effects of TV & film violence
"No" by Henry Jenkins; place/impact of video games on society "Yes" Strength "Once they discovered observational learning takes place, not only when youth see how people behave in the real world, but also when they see characters in films, and on television, many began to focus on exactly how watching such violent stories increases later aggression." (Anderson) "How does exposure to media violence increase later aggressive behavior?" (Anderson) 90% of Boys 40% of girls play video games
25% of kids between 11-16 prefer mature rated games crime is down in the past 30 years for children If video game violence translates into real world violence, why
aren’t the crime rates increasing as video game consumption
2001 surgeon general report, school shootings highest risk
factors were mental stability and quality of life at home Scientific evidence links violent game play with youth aggression that's why the vague term "links" is used here. If there is a consensus emerging around this research, it is that violent video games may be one risk factor - when coupled with other more immediate, real-world influences — which can contribute to anti-social behavior. But no research has found that video games are a primary factor or that violent video game play could turn another wise normal person into a killer. Why hasn’t there been a study with real results implicating
videos games as a primary source of real world violence? "Violence has always been and remains a central interest of
humankind and a recurrent, even obsessive theme of culture
both high and low. It engages the interest of children from
an early age, as anyone familiar with the classic fairy tales
collected by Grimm, Andersen, and Perrault are aware." Posner adds, "To shield children right up to the age of 18 from exposure to violent descriptions and images would not only be quixotic, but deforming; it would leave them unequipped to cope with the world as we know it." Grossman's Model: Video games are used to train soldiers to shoot and kill. kids are being exposed to the same brutalization.Grossman's model only works if:• We remove training and education from a meaningful cultural context.• We assume learners have no conscious goals and that they show no resistance to what they are being taught.• we assume that they unwittingly apply what they learn in a fantasy environment to real world spaces.Do you believe that when playing war simulated games that children or users are confronted with a blurred view or reality,mixing the war environment with reality? "No" The strengths of Taking Sides, Issue 5
"Is there a difference between the effects of television and film violence versus video games violence?" (Anderson) "This is a very difficult research question, and there currently is no definite answer. But, recent studies that directly compare passive screen media to video games tend to find bigger effect of violent video games."(Anderson) "Yes" Strength Entertainment industries have one concern and that is to make money. Is it in the users best interest to be shielded from violence,
whether it be in video games or other media? How could this
lead to an altered view of the reality that we live in? People may be fighting to the death n screen and becoming closer friends off the screen. online violent war games depict violence, but build on team work and coop play among people
removed from each other by thousands of miles.
Are users who play violent games only focusing on
the themes that are depicted, or are they also building on cooperating with a teammate. Building on real world interactions? Game designer and play theorist Eric Zimmerman describes the
ways we understand play as distinctive from reality as entering
the "magic circle." The same action — say, sweeping a floor —
may take on different meanings in play (as in playing house)
than in reality (housework). Play allows kids to express feelings
and impulses that have to be carefully held in check in their real-
Causes Lack of Empathy……a child who responds to a video
game the same way he or she responds to a real-world tragedy
could be showing symptoms of being severely emotionally
Are we using video games as an excuse for emotional and
psychological issues that users may already be subject to. "But what about the claims made by the media industries and by some other media violence experts, who say that the existing research evidence shows no effects of violent media?" "Over a long period of time, the player learns and practices new aggressive strategies and ways of thinking during the games. As a result he or she becomes more likely to use these strategies when real-life conflicts arise." (Mazurak) "Mrs Sherratt, a teacher... says her class of four and five-year-olds was seen in the playground 'throwing themselves out of the window of the play car in slow motion and acting out blood spurting from their bodies' to mimic scenes from violent games." (Paton) http://blog.lib.umn.edu/meyer769/section16&17/2011/11/what-about-the-children-many.html 'The more the child pays attention to the observed behavior, the more easily the child will learn the behavior.Additionally, the more the child identifies with the observed character, and the more the observed behavioral scripts are rewarded and deemed appropriate, the more firmly these scripts will be embedded in the child’s mind.
Finally, if the scripts and beliefs that the child acquires from observing others lead to positive outcomes for the child (for example, in the game Bully the character Jimmy Hopkins beats up his peers, earning the child more spending cash), these scripts and beliefs will be more resistant to change.' (Whitaker and Bushman) Which factor do you feel is most influential? (Biological, family, or neighborhood factors) Also, must someone have a psychological problem to develop aggression due to video games? “No” the Weaknesses of Taking Sides Issue #5 “The moral panic over violent video games is doubly harmful. It has led adult
authorities to be more suspicious and hostile to many kids who already feel
cut off from the system.” (Jenkins)
Do younger gamers really feel like authorities are suspicious and hostile to those
who play video games? Do you think that children are being exposed to video games too young? Are some children naturally more aggressive & therefore enjoy violent media more than others? Or are they more aggressive because of these games? Do you think that media industries would knowingly sell a product to the public that could potentially have negative impacts? Bushman, Brad J. "The Effects of Violent Video Games. Do They Affect Our Behavior?" International Human Press. N.p., 2010.
Web. 27 Sept. 2012. <http://www.ithp.org/articles/violentvideogames.html>.
Grabmeier, Jeff. "Violent Video Games Not So Bad When Players Cooperate." ScienceDaily. ScienceDaily, 04 Sept. 2012. Web.
02Oct. 2012. <http://www.sciencedaily.com/releases/2012/09/120904170724.htm>.
Mazurak, Emily E. "Violent Video Games Can Increase Aggression." National Research Center. N.p., Sept. 2010. Web. 26 Sept.
Paton, Graeme. "Violent Videos Games Are Fueling Rise in Aggressive Behaviour." The Telegraph. N.p., 3 Apr. 2012. Web. 27
Sept. 2012. <http://www.telegraph.co.uk/education/educationnews/9183385/Violent-video-games-are-fuelling-rise-in-aggressive-behaviour.html>.
"Supreme Court Rules Against Violent Video Game Ban." YouTube. G4, 28 June 2011. Web. 02 Oct. 2012.
Whitaker, Jodi L., and Brad J. Bushman. "A Review of the Effects of Violent Video." N.p., 2009. Web. 27 Sept. 2012.
<http://law.wlu.edu/deptimages/Law%20Review/66-3WhitakerBushmanVideo.pdf>. REFERENCES Which do you feel has a greater impact, television or video games? Are movies such as 'Saving Private Ryan' on the same level as video games such as Medal of Honor or Gears of War? “It also misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester.” (Jenkins)
Is society stuck on the moral debate over violence in video games and has it hindered the progress of working towards the other problems that create violent behavior in youth? “The game industry caters to adult tastes.” (Jenkins)
In terms of content, do all adult tastes revolve around violence? Could younger players benefit from more adult themes in games? Current Events Regarding Violence in Video Games Do you think that video games deserve the same free speech protection as other
forms of entertainment such as literature?
Is violence in video games more commonly accepted today as detrimental to kids
behavior, or does it not influence kids to commit violent behaviors? "Yes" Weakness