Writing About

Violent video games, they are one the rise is the technological world, but what are they doing to our future generations? In the past 25 years video games have been on the rise in the mass media world (Craig A. Anderson.) Though the topic is rather controversial the subject hasn’t been looked into as intensely as it could be. Aggression and how it links to violent video games.
Through some research indicates that violent video games are increasing aggressiveness. Aggressiveness is increasing in the behaviors, thoughts and feelings of children, teens and young adults (Anderson & Bushman, 2001.) Though these results have been disputed. Aggressiveness is an increase in anger resulting in both negative physical and vocal actions. Aggression is defined as behavior intended to harm another person who has motivation to avoid the harm (Anderson & Bushman, 2001.)
Profanity is the quality of something being vulgar or inappropriate. The effects of profanity in movies and video games have caused a change in the growth of our children. Children begin speaking more and more vulgarly at younger and younger ages. The movies and video games paired with the family’s own usage of vulgarity are the most immediate causes of profanity in children. The children especially at a younger age are more impressionable and mimic the people or things they see on a daily basis.
Relevant theoretical Perspectives. The General Aggression Model (Anderson & Bushman, 2002) integrates several multiple theoretical models including Bandura’s social cognitive theory, Berkowitz’s cognitive neoassociation model, and Zillman’s excitation transfer theory (Kaestle, Christina.) The GAM helps to show the connection between human aggression and the situation ins and outs of influences.
The psychological aspects of the effects of video games impact people in different ways. Whether or not it is actually affecting the psychological stability each human being has, has not been established.
Should we stop our children, forbid them from playing games that have violence and profanity. On a personal level it is up to the parent to decide what their child plays and if they should be playing it or not. The video games are rated to show appropriation in the age requirements to play. The ratings are; eC, Early Childhood; E, Everyone; E10, Everyone 10 and up; T, Teen; M, Mature; Ao, Adults Only; and RP, Rating Pending. If you follow the ratings system, and following these regulations children should not be too negatively affected.
Media users are believed to be more likely to imitate verbal aggression rather than physical aggression, because it is easier for them to model. Some forms of verbal aggression can cause long-term psychological damage. Being exposed to verbal aggression can also have negative impacts on self concept (Kaye & Sapolsky, 2004.) Gamers who play MMORPGs (Massively Multiplayer Online Role Playing Games) as well as other online games like Call of Duty, or Halo have also been most likely to cause verbal aggression in children due to forms of frustration. (Eastin, 2007, 2009.) The Aggressive affect, is another internal psychological state described in the GAM (Anderson & Bushman, 2002) as a predictor of aggressive outcomes it also bring attention in an investigation of the effects of profanity in video games (Holz, Adrienne).
A study was conducted where there were 321 participants were 176 were female and 145 were male ages from 18 to 32 years. The video game used for the experiment was a first person shooter First Strike filled with profanity. At the end of the experiment the participants were presented with a questionnaire asking them how the felt while they played the game. 32% of the subjects reported that they felt mad or frustrated while playing the game. 46% of the participants reported enjoying the game. The rest felt indifferent about the game.
Violent video games negatively affecting the children of today’s society it still up for debate both sides leaving excellent examples and good reasons. The video games that have been roaring through our market. Are they the sole reason behind the change in the attitudes of the children or is it the change in our new lifestyles?
The most popular games that are flying around in our markets are games that involve deviance. The involve killing people and animals, drug usage, criminal behavior and opposing the law, sexual exploitation and violence towards women, hurtful stereotypes, and foul language. The children who play these games have been noticed to have poor social skills, time away from positive influences such as school, family and hobbies. They have lower grades in school and tend to lack in the reading department. They exercise less, and become overweight as well as aggressive thoughts and behaviors. To prevent this parents can take simple steps that are easy to accomplish. Checking the gaming ratings, select the appropriate games, watching children play video games, Talking to other parent about their video game rules and sharing, and remember they are being a positive role model. Set limits to the usage of video games, keeping grades up, spending a certain amount outside or active. The parents have their own ability to prevent this so called corruption.






Ivory, Adrienne Holz, and Christine E. Kaestle. “The Effects Of Profanity in Violent Video      Games On Players’ Hostile Expectations, Aggressive Thoughts And Feelings, And Other   Responses.” Journal Of Broadcasting & Electronic Media 57.2 (2013): 224-241.   Academic Search Complete. Web. 17 Nov. 2013.

Saleem, Muniba, Craig A Anderson, and Douglas A Gentile. “Effects Of Prosocial, Neutral, And Violent Video Games On Children’s Helpful And Hurtful Behaviors.” Aggressive Behavior 38.4 (2012): 281-287. Academic Search Complete. Web. 17 Nov, 2013.

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