jam+Research+paper

Jordan Melander Nov.8, 2010 Eng.103 Hartman

Practice Makes Perfect, Video Games Must Be Increasing Violence.

April 20th 1999, a tragic day in American history, when Eric Harris and Dylan Klebold killed 17 students and a teacher in the Columbine High School massacre in Littleton,Colorado. These young men were reported to be addicted to a violent video game called Doom. This is just one of a long list of cases cited to be related to violent video games. Other similar tragic school shootings were in Paducha, Kentucky and Jonesboro, Arkansas. The common denominator in these cases, was that the shooters were violent video gamers.Video games may not be the primary reason for such violent behavior, but researchers such as Craig A. Anderson believe that coupled with personality disorders create a dangerous combination. (Anderson) Evidence does prove that excessively played violent video games are linked to gamers being more prone to conducting acts of violence, as the games produce more violence, the gamers perform more violence. Throughout the past three decades, the technology of enhanced electrical video games has made an immense impact on how human beings spend their leisure time. Video games can be very addictive and are very “popular”or the “cool” thing to do when growing up. The more gamers play, the more serious the game is taken and more emotion is protruded into performances. After an upsetting defeat, some gamers let their anger and emotions come into the real world with them. The most recent generation of video games resembles the real world to a T.The defining line between simulations, video games, and real life situations has been blurred. The fact of the matter is, when it comes down to it, do violent video games necessarily make video game players more prone to conducting acts of violence? Although the advances in technology allow for the creation of new violent games to happen so rapidly that it is hard for research to stay current, evidence does prove that excessively violent video games are linked to gamers being more prone to acting out with more aggressive behavior conducting acts of violence. ( Anderson; Bushman) There are many people who disagree, and believe that a violent image of video games could not possible make someone more likely to become violent. They need to face the facts. The more you do something or see something, the more you think it is okay. Violence should never be the answer, and I personally do not see how making a game out of it should be accepted. Every single year, worldwide there are over 1.6 million people who lose their lives due to the awful acts of violence. (World Health.) The violence among young people in society has been steadily increasing. From where do all these ideas and images to commit violence come from? The media portrays life in an idealistic manner, rather than a realistic one. Events that can’t happen everyday and that aren’t socially acceptable can become virtually believable on a screen through video games. Video games began to be released around the 1970s with some games such as Atari. This game was played on the family television. Other games followed in later years such as the infamous Pac man in the 80’s where the gamer was a creature eating ghosts, and this back then had eyebrows raised at its violent nature. Car racing games soon followed and most games originated as being very family-friendly. The games’ graphics and themes advanced through the years and with increased technology have progressed to war games and more violent shooting games recently where the main idea is to destroy and kill. Players sometimes get a “high” or self -esteem boost because they have the control and power over a character being able to destroy the rest of these technology created figures. Other studies and evidence has been found that playing video games can lead to social isolation, obesity, and poor performance at school. (Wey.) These factors are hand in hand with depression which can lead people to perform acts of violence on others and themselves. Gaming encourages and helps to strengthen hand-eye coordination which is helpful in many ways, but also leads the violent prone players to pull a trigger faster and kill without the contemplation.

Studies have been done by Dr Craig A. Anderson to find out if there is such a relationship between violent behaviors and violent video game playing. He was called to testify about his findings by the US government. Dr. Anderson has done many studies but stated that there is a need for more empirical evidence to draw a more sufficient conclusion. Interestingly, a study by the US government in 1999 brought the US Surgeon General David Satcher to state that there was definitely an association between media violence and aggressive behavior. My research coincides with a statement found while searching for evidence. Even if a person who smokes 2 packs of cigarettes a day does not have cancer, he is increasing his risk factor daily. Likewise, an individual who continuously watches and participates in violence, even by a video game daily must be increasing his risks of becoming involved in or more prone to violent behavior. Medical Boards have determined that the problems in other addictions can be related to, and are in the symptoms of gamers. (Wey.) No addiction ever ends up going well in a pleasant matter. Evidence does prove that excessively violent video games are linked to gamers being more prone to acting out with more aggressive behavior. The more ones plays, the more one increases their chances to lash out in violence. __Works Cited: __ Index of /papers." Effects of Video Games on Aggressive Thoughts and Behaviors During Development.” //Great Ideas in Personality--Theory and Research//. Web. 08 Nov. 2010. By Thomas A. Kooijmans. .

<span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: normal; margin: 0in 0in 0pt;">www.PBA.ORG/KCTS/VIDEOGAMEREVOLUTION/IMPACT/MYTHSHTM<http://www.pba.org/KCTS/VIDEOGAMEREVOLUTION/IMPACT/MYTHSHTM>

<span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: normal; margin: 0in 0in 0pt;">“Violence.” World Health Organization. <http://www.who.int/violence.injury.prevent> <span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: normal; margin: 0in 0in 0pt;">delete- (2nd para)

<span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: normal; margin: 0in 0in 0pt;">"Violence in Video Games: The Pros and Cons of Video Gaming." Suite101.com: <span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: normal; margin: 0in 0in 0pt;">Online Magazine and Writers' Network. Web. 03 Nov. 2010. Konstintina Wey. <[]>.

<span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: normal; margin: 0in 0in 0pt;">"Effects of violent video games on aggressive behavior, aggressive cognition, aggressive Affect, <span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: normal; margin: 0in 0in 0pt;">Physiological arousal and prosocial behavior" Craig A. Anderson and Brad J. Bushman. <span style="font-family: 'Times New Roman','serif'; font-size: 12pt; line-height: normal; margin: 0in 0in 0pt;">http://www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/01ab.pdf