Thursday 5 January 2012

Task 4

Performing violent actions in video games may be more conducive to children's aggression than passively watching violent acts on television.
This shows that video games have a greater influence and that people are more actively evolved.
http://www.kidsource.com/kidsource/content2/video.games.html

But this alone isn’t enough for GTA IV to be a truly powerful piece of art. It discusses this dichotomy, reveals the painful and unavoidable sacrifices demanded of assimilation, and the violence capitalism works on its subjects, but why does this need to be a game? Why have us play out the experience, if not simply to enjoy the added level of personal investment and the pleasure that comes from performing virtual violence?
Why make a game to perform virtual violence
http://www.openlettersmonthly.com/video-game-review-grand-theft-auto-iv/

Studies of children exposed to violence have shown that they can become: “immune” or numb to the horror of violence, imitate the violence they see, and show more aggressive behavior with greater exposure to violence
Being exposed to too much violence means that children react differently to it then they should
http://www.aacap.org/cs/root/facts_for_families/children_and_video_games_playing_with_violence

"If you shoot somebody in one of these games, you don't go to jail, you don't get penalized in some way — you get extra points!"… But they do use more aggressive language, they do use more aggressive images
Teaching kids, if you kill nothing happens however it should be more apparent video games the consequences of these actions.
http://www.drphil.com/articles/article/297

A New York man got two charges after a car chase with cops; He thought he could outrun police because he did it in the video game Grand Theft Auto.
Gta does influence people and they think whatever they do in the game they can do in real life.
http://www.subzeroblue.com/archives/2006/04/gta_influence_puts_m.html
The fact that computer gamers acquire control over, and actively seek to cause these images of violence, seems to worry people. Are we being conditioned, manipulated by gaming companies, inciting dangerous fantasies?
Shows that people are worried about violence and that audiences are being targeted.
http://www.englishandmedia.co.uk/mm/subscribers/downloads/archive_mm/mmagpast/computer_games_violence.html
"Children who see a lot of violence are more likely to view violence as an effective way of settling conflicts. Children exposed to violence are more likely to assume that acts of violence are acceptable behavior.
http://videogames.procon.org/view.answers.php?questionID=1608
“Playing a violent video game can increase aggression, and when a player keeps thinking about the game, the potential for aggression can last for as long as 24 hours, according to a study in the current Social Psychological and Personality Science.”
This exhibits how video games can increase violence and aggressive thoughts within individuals long after playing the game. This is due to the fact their minds are preoccupied by the game which inevitably consumes their behaviors.
http://www.sciencedaily.com/releases/2010/09/100920094620.htm
"Because players of violent video games are not just observers but also 'active' participants in violent actions and are generally reinforced for using violence to gain desired goals, the effects on stimulating long-term increases in violent behavior should be even greater for video games than for TV, movies or Internet displays of violence."
This quotation suggests a link between violent video games leading to violent behavior, in addition highlights the risk are larger within the video gaming industry rather than other media means as due to evolving technology players are more active when competing in games.
http://www.guardian.co.uk/technology/blog/2007/nov/29/mediaviolenceisalmostasba?INTCMP=SRCH
"One study reveals that young men who are habitually aggressive may be especially vulnerable to the aggression-enhancing effects of repeated exposure to violent games," they said. "The other study reveals that even brief exposure to violent video games can temporarily increase aggressive behaviour in all types of participants."
From this it could be seen exposing young men and to some extent all participants can lead to aggressive behaviors due to the violent video games.
http://www.guardian.co.uk/uk/2000/apr/24/timradford?INTCMP=SRCH
“Some video games teach kids the wrong values. Violent behavior, vengeance and aggression are rewarded. Negotiating and other nonviolent solutions are often not options. Women are often portrayed as weaker characters that are helpless or sexually provocative.”
This depicts to what extent video games can appear dangerous to participants. Furthermore this signifies the corruptness of video games as unacceptable behaviors are “rewarded.” Also the solutions are violent creating the minds of players to appear more aggressive. In addition, this further indicates how the status of women has not developed to the same extent as the developing world. Within technology women are highlighted as “weaker” therefore demonstrating how modern video games use ideologies from the past.
http://www.raisesmartkid.com/3-to-6-years-old/4-articles/34-the-good-and-bad-effects-of-video-games
“There have been reports of criminals copying violent video game crimes (such as those featured in the controversial Grand Theft Auto series). Some people may think that taking drugs, getting drunk and smoking are not harmful when they are presented in video games without the characters feeling any effects from their behaviour.”
This states that many game players are influenced by the violent video games, moreover due to the fact in situations represented within the gaming world, there are no consequences for the negative actions which could create misinterpretations.
http://wanttoknowit.com/pros-and-cons-of-video-games/
“Media violence may not make children violent, but it may teach them that violence is a normal way of solving problems.”
The quote is relevant as children believe that violence solves problems in the game and children are confused between reality and fantasy and may copy these actions in real life causing harm to others.
http://www.enotes.com/media-violence-problem-article
“A teenager allegedly killed a taxi driver in a bloody frenzy, re-enacting scenes from the blockbuster video game. /Police who caught the 18-year-old at the scene said he confessed to having planned the attack to find out if robbery was as easy as depicted in the violent game.”
Games do influence people and this is a concern as the people are imitating on screen violence although it may not have a consequence in the game in real life it will.
http://www.guardian.co.uk/technology/2008/aug/05/games.thailand
“The title sold a record 609,000 copies on its first day of release, generating an estimated £24.4m ($48.5m)”
http://digg.com/news/story/GTA_IV_game_smashes_sales_records_2
Shows how popular the game is through the amount of sales made on the first day.
The player learns to associate violence with pleasure
Players are unable to see how violence is bad and when ever they see violence they react to it differently by getting pleasure out of watching it.
http://www.psychologytoday.com/blog/moral-landscapes/201011/playing-violent-video-games-good-or-bad
The player practices violent behavior hundreds if not thousands of times
The violence continues to be embedded into the brain and this is worrying as the player is being exposed to violence and is continually being violent in the game.
http://www.psychologytoday.com/blog/moral-landscapes/201011/playing-violent-video-games-good-or-bad
The average child 8 to 12 plays 13 hours of video games per week, while teens age 13 to 18 year play 14 hours of video games per week
Children and teenagers play to much a week and their brains are being infected by the games, and therefore the bad values of the games are being exposed to children and teenagers which they then believe is right
http://www.diyfather.com/content/Interesting_Statistics_About_Video_Games
The idea that games were somehow involved in inciting the riots has come from sources both predictable (the London Evening Standard said looters were “inspired by video game Grand Theft Auto”)
Ideas about rioting come from people playing video games, if video games had never been created in such a violent way then n one would have the idea to go out rioting therefore symbolises how people copy actions.
http://www.gamesbrief.com/2011/08/video-games-and-riots/
violence is one of the most popular forms of entertainment
it will be difficult to stop people playing violent games furthermore if violent games are not created then the games industry will suffer badly.
http://allpsych.com/journal/violentmedia.html

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