Thursday 5 January 2012

Task 5

How and why are violent videos game such as grand theft auto so popular amongst younger audience and should we be concerned? – Detailed Plan
Introduction:
Brief introduction to games industry relating to how games have developed overtime, including what violent games seemed to be and how they are different to what modern game players expect.
Explain the increasing popularity of violent video games and how significant they appear amongst the lives of younger people, stressing some concerns of the level of violence depicted including Moral panic.
Also, insight into the game GTA and how violence is portrayed within.
“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,”
“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)
“The title sold a record 609,000 copies on its first day of release, generating an estimated £24.4m ($48.5m)”
“Performing violent actions in video games may be more conducive to children's aggression than passively watching violent acts on television.”
“In the past 30 years, video games have had a major impact on how people spend their leisure time”
Paragraph 1:
Why are video games becoming more violent? Technology changes e.g. more blood and gore, sense of realism.
“Violence is one of the most popular forms of entertainment”
“It has been estimated that up to 89% of games contain some violent content”
“Satisfies some basic human needs. The adrenalin rush, the satisfactions of imagination, fantasy, and vicarious adventure, probably explain why millions of nonviolent people enjoy violent entertainment.”
Paragraph 2:
This paragraph will express the concerns of violent video games such as the psychological effects and how individuals that play the game are more prone to violent thoughts and aggressive behaviours. Make reference to copy cat theory, repetitive violence in games leading game players to copy.
“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”
“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.”
“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”)

“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.”
"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.”
Paragraph 3:
However, the evolving world of video games offers participants to gain and enhance their own skills such as coordination and concentration.
“Improve hand-eye co-ordination and fine motor skills”
“Video games can stimulate learning of facts and skills such as strategic thinking, creativity, cooperation and innovative thinking, which are important skills in the information society”
Paragraph 4:
This paragraph explores how violent video games can lead to excessive playing and to some extent addictions. This could impact their lives socially as they become isolated from the real world and are constantly fixated on the game.
“Video game addicts tend to become isolated, dropping out of their social networks and giving up other hobbies.”
“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.”
“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”
“People can become addicted to games. Young gamers have shown similar symptoms to people who have drug or alcohol dependence – an inability to stop playing, and withdrawal symptoms (anxiety, agitation) if they go without access to their gaming 'fix”
Paragraph 5:
On the other hand, video games offer game players escapism and identification, refer to Blumbler and Katz theory on uses and gratification.
“Increase children's self-confidence and self-esteem as they master games”
“Gamers also report that they play games to escape things like family or personal problems”
“There is a mechanism, usually called ‘identification’, which makes viewers of ‘violence’ vulnerable to it – such that it thereby becomes a ‘message’ by which they are invaded and persuaded.”
Paragraph 6:
Returning to the reasons why we should be concerned, could be due to desensitization. There is a large amount of exposure within video games such as GTA, this causes reactions within individuals in which they become numb to the consequences and actions. Also, the confusion of virtual reality raises concern.
“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.”
“Kids become attracted to it and more numb to its consequence” (pg 1)
Paragraph 7:
It shouldn’t be a concern as game players are able to use violent video games as a means of stress relief. This is useful as participants are able to use the game as a substitute to really displaying anger or frustration.
“violent video games might actually serve as a substitute for violent crime — that is, people who are likely to commit violent crimes might be able to get their violence "fix" by playing video games instead of committing crimes.”
“There is a mechanism, usually called ‘identification’, which makes viewers of ‘violence’ vulnerable to it – such that it thereby becomes a ‘message’ by which they are invaded and persuaded.”
Paragraph 8:
Conversely, video games in general raise health concerns such as obesity due to the fact the players are constantly immersed by the game which could be because the popularity of violence in games and linked to addictions.
Paragraph 9:
There is no research to create a link between increased violence in video games leading to more aggressive behaviours, through the lack of studies and research this shouldn’t therefore be a concern.
“Contrary to fears about the violent reputation of some games, there is no firm proof that playing them has an automatic negative impact on children's behaviour, for example by causing aggression”
Paragraph 10:
Nevertheless, there is a concern that negative ideologies and values are being taught through the violence of video games. This could be described as hypodermic syringe theory, which reflects the negative messages issued. These could be seen as the way in which negative and dangerous actions within games like GTA are rewarded, such as obtaining money for committing crimes. Moreover the user may associate these negative actions with happiness and pleasure.
“In the past 30 years, video games have had a major impact on how people spend their leisure time”

“Video games had a corrupting influence on the youth of the day. Video games were accused of glorifying violence and encouraging anti-social behaviour” (pg 15)
"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”
“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.”
“The player learns to associate violence with pleasure.”
Conclusion:
Overall the argument indicating the various concerns will be summed up and a judgement will be made whether it should be seen as a concern. Also how and why video games are more violent relating to this concern.

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