Thursday, August 29, 2019
Video gam Essay Example | Topics and Well Written Essays - 1250 words
Video gam - Essay Example This essay will explore these parameters and make a conclusion as to the effect that violent video games has on society. Markey and Markey (82) studied how aggressive tendencies might be mediated by personality. In other words, there are certain personality types which are more affected by video games than other types. For instance, individuals who score high on tests that measure psychotic or antisocial tendencies ââ¬â lack of sympathy, aggressiveness, unfriendliness, untrustworthiness, lack of emotion, paranoia ââ¬â are more likely to experience higher levels of hostility and aggressiveness after exposure to violent video games (VVG) than those who do not have these tendencies. This holds true with other forms of media as well, such as violent movies ââ¬â the psychotic men, after seeing a violent film, is much more likely to state that violence is an acceptable way of resolving conflicts than men who do not score high on tests measuring psychotic or antisocial tendencie s. When these same men are exposed to pornography, they are much more likely than men who do not score high on psychotic or antisocial tendencies to report that they are more likely to rape a woman. ... ily upset, angry, emotional), not agreeable (indifferent and cold) and had low conscientiousness (not keeping promises, acting without thinking, etc.). The researchers concluded that, despite the fact that there is a prevalence of VVG, incidents of violence are relatively rare, therefore there has to be something more that compels these people to violence ââ¬â much like the fact that, for the majority of the population, peanuts will not cause a reaction, but, for some, they are deadly, VVG are ââ¬Å"deadlyâ⬠for some, but, for most, have no effect (Markey and Markey, 86). Anderson & Bushman (353) conducted secondary research through PsycINFO, looking at the following terms ââ¬â video and game and fight, aggression, violence, hostility, anger, arousal, and prosocial. They looked at different studies that looked at the above tendencies, and tied these tendencies to violent video games. They found that the results of these multiple studies showed that exposure to violent v ideo games posed a public health threat to children and youths, which includes college-aged individuals in this analysis. They found that exposure to violent video games decreased pro social behaviors and increased aggression in the participants. That said, they admitted that they needed to review more longitudinal studies, and that violent video games might actually be useful, if these games can teach the game players about nonviolent solutions to social conflicts. Another study conducted by Sacks et al. (1) also suggests that video games might do harm to children. They looked at the amicus curiae briefs that were filed in Brown v. Entertainment Merchant Association, 130 S.Ct. 2398 (2010). They looked at which of the briefs were more persuasive, looking at the quality of the experts who wrote the briefs ââ¬â
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