Thursday 5 January 2012

Task 2

1.Why violent video games have a greater impact then violent television
“Identification with an aggressor increases imitation of the aggressor… active participation increases learning … practicing an entire behavioural sequence is more effecting then practicing only a part… violence is continuous … repetition increases violence… rewards increase imitation (pg 136)
this is relevant because it suggests the different reasons of violent video games and how individuals may be impacted.
Gentile, Douglas A.. Media violence and children: a complete guide for parents and professionals. Westport, CT: Praeger, 2003. Print.

2. “Violent video games are popular with male and female children, adolescents, and adults. They have been successfully marketed to youth and are easily obtained regardless of their age.” (pg 3)
This suggests that the age rating means nothing, as younger people are able to obtain the game. This is relevant and younger indidviduals are bing affected by a game that they should not be playing
3. “Even the US government has created and distributes violent video games to youth, and does so without checking the ages of those to whom it distributes the game” (pg 3)
They are not censoring the violence, they are not looking into the game and making sure that it is suitable. The government has no concern over protection of individuals just the amount of revenue the game generates.
Anderson, Craig Alan, Douglas A. Gentile, and Katherine E. Buckley. Violent video game effects on children and adolescents: theory, research, and public policy. Oxford: Oxford University Press, 2007. Print.

4. “Kids become attracted to it and more numb to its consequence” (pg 1)
kids are being influenced by it and look at it differently, therefore when they see violence they react to it differently then they would.
5. “What the studies say, quite simple, is that the boundary between fantasy and reality violence, which is a clear line for most adults, can become very blurred for vulnerable children. Kids steeped in the culture of violence do become desensitized to it and more capable of committing it themselves.” (Pg 1)
children are unable to see what’s right and wrong furthermore they think the game is reality and this could create an impact on their real lives and how they may deal with real situations, maybe like the game being violent.
Grossman, Dave, and Gloria DeGaetano. Stop teaching our kids to kill: a call to action against TV, movie & video game violence. New York: Crown Publishers, 1999. Print.

6. “The columbine shootings were perhaps the event that first bought the possible side effects of violent video games into public attention,”
games do have a negative impact on people.
Massey, Rahul. The Link Between Video Games and Violence. München: GRIN Verlag, 2009. Print.

7. “Unfortunately, as children grow, they spend more time playing entertaining games and less time playing educational games... in addition to children spending more time with entertaining games, these games have become increasingly popular,”
games are more influential on children and that they engage in these type of entertainment games more, this could be a concern as they want of the entertaining games which could be harmful to them.
8. “Just as educational video games can be used to teach school children, employees and physicians, violent video games can teach aggression.”
Suggests that games can teach violence and aggression and there should be a concern.
Vorderer, Peter, and Jennings Bryant. Playing video games: motives, responses, and consequences. Mahwah, N.J.: Lawrence Erlbaum Associates, 2006. Print.

9. “Video games had a corrupting influence on the youth of the day. Video games were accused of glorifying violence and encouraging anti-social behavior” (pg 15)
this means that video games promote violence, encouraging people to be violent
Gunter, Barrie. The effects of video games on children: the myth unmasked. Sheffield, England: Sheffield Academic Press, 1998. Print.

10. “The recent history of western civilization reveals an uncomfortable truth: specifically, that people’s prurient taste for violence is not only common but amongst our most compelling, if also disturbing, interest.”
People are more interested in violence.
DeMaria, Rusel. Reset: changing the way we look at video games. San Francisco, Calif.: Berrett-Koehler Publishers, 2007. Print.

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