Tuesday, 7 February 2012

Critical Investigation-First Draft

How and why are violent videos game such as grand theft auto so popular amongst younger audience and should we be concerned?


Overtime, it is evident the gaming industry has become extremely successful in which people have found themselves immersed within gaming. “In the past 30 years, video games have had a major impact on how people spend their leisure time.” Video games have developed significantly and have become very prevalent especially amongst younger individuals; one of the titles most favoured could be described as Grand Theft Auto. “The title sold a record 609,000 copies on its first day of release, generating an estimated £24.4m ($48.5m)” exhibiting its success.

“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.” This infers violent video games are successful amongst younger audiences, as the institutions are able to appeal by effectively promoting through Dumbing down, in order to allow all audiences to comprehend the concept of the game. Therefore this could perhaps cause concern due to the fact all ages are able to understand the content despite the level of violence explored.

Moral panics have also existed throughout the years regarding the extreme violence in video games. In 1999, parents were more concerned than ever as, “the nation was shocked by a school shooting at Columbine High School in Littleton, Colorado/There had already been some publicity over the amount of violence in video games/ The media emphasized that the Columbine shooters played these games, and society luminaries drew connections between the nature of the shootings and the games.” This led to the issue of violence in video games being expressed as society became horrified by the disastrous consequences of the influences of video games, inevitably creating moral panic.

During the 1970’s Video games were first made available; Pacman was very popular whereby you would consume pills and ghosts in order to collect points. Within modern times this wouldn’t be considered violent, however in the past this was observed as the first game to contain destruction of some sort. Through improvements in technology, the gaming industry has been able to take advantage of resources, which previously were unavailable resulting in simple ideas such as shapes etc. These advancements have led Sony and Nintendo to create increased realism of violence and gore, “It has been estimated that up to 89% of games contain some violent content.” Furthermore, “violence is one of the most popular forms of entertainment” therefore it would be difficult for game companies to ignore this as they are designed in order to fulfil popularity. Games are also becoming increasingly violent as the thirst for blood and gore, “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.” Audiences will continue to desire more and for it to be diverse and this is why game industry continues to make games more violent.
Following the rise in violence depicted through video games such as Grand Theft Auto, concerns have raised regarding the psychological impacts of the game, which could result in individuals more prone and influenced to display violent thoughts and aggressive behaviours. “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.” This further relates to the increasing violence as the “exposure” causes game players to mimic the actions in reference to the Copycat theory. This could be seen within, “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.” This conveys the influences of violent video games, especially GTA which led to this particular crime, which highlights an imitation, causing concern as members of the public have been killed due to the impacts of the game.
However, to some extent video games could be beneficial as they enable young users to gain a variety of skills that could perhaps be implemented within the real world, these include the ability to, “Improve hand-eye co-ordination and fine motor skills.” Through GTA these skills are enhanced within the driving and controlling aspect and would be useful in the long term. In addition, “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.” This reiterates the diverse skills encouraged through the evolving technology and conceivably contradicts the concern towards violent video games.

Nevertheless, it could be argued violent video games may lead to excessive playing, it was observed, “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.” From this, concern would be highlighted as children and young adults are becoming increasingly consumed by video games, which could inevitably lead to addictions of some sort. Also, as the children become older, the weekly hours begin to increase which could be associated to the fact they begin to understand the violent aspects to greater detail. Severe cases of addiction have caused, “Video game addicts tend to become isolated, dropping out of their social networks and giving up other hobbies.” This reinforces the detrimental aspects of the violence within games like GTA, they have a serious impact on the social lives of individuals as it consumes their lives and withdraws them from their normal interests. Moreover, further worry intensifies as, “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.” Through this it is interpreted the dangers of addiction in which the mind becomes preoccupied and fixated on the game allowing them to be vulnerable to the violence increasing their possible aggression, therefore this is extremely harmful as GTA and other games can affect the psychological state of mind.
Games have had the impact whereby the“Gamers also report that they play games to escape things like family or personal problems.” Therefore the game allows the gamers a sense of identification and escapism relating to the theory of Blumber and Katz. In which the media theory is uses and gratifications therefore highlighting the theory within the context of the game. This is perhaps why video games are so popular,as it permits young people to escape the real world and become another character, forgetting about their lives.However this has a negative consequence, as “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.” This therefore reinforces the idea that video games are harmful to the human mind and this is then controlling their ideas regarding violence.
Conversely, we should be concerned as the violence in GTA could be defined as threatening and brutal, the large amount of exposure causes reactions within users such that,“Kids become attracted to it and more numb to its consequence.” The regularity of playing GTA would cause game players to become desensitized to the horror of actual violence as it is consistently referred to within the game, therefore doesn’t seem extraordinary or shocking. Furthermore, this desensitization could cause confusion of virtual reality, as players may be unable to distinguish between fantasy andreality, as there are aspects of normality within the game. Studies highlight, “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.” From this it could be construed, violence depicted through video games have a worse effect on younger players as it has the ability to alter their thoughts. Thus allowing them to be desensitized to the violence and possibly more able to proceed within the violent behaviour as it is considered normal.

Some may argue that games are played in order to release frustration, therefore are used as a means of stress relief. This would be considered extremely suitable as the video games act as a substitute to really displaying anger. “People who are likely to commit violent crimes might be able to get their violence "fix" by playing video games instead of committing crimes.” The positive aspects of video games are identified in this as the new technology has the ability to reduce the violent behaviours conducted by young adults, which could decrease crime to some extent. The use of “fix” connotes a reference to perhaps addiction, which signifies it is difficult to inhibit the perseverance of violent manner, yet the video game has the ability to control this, reducing the effects on others or society.

In comparison,“Video games had a corrupting influence on the youth of the day. Video games were accused of glorifying violence and encouraging anti-social behaviour.” There is considerably a rising concern towards the negative ideologies and values being taught through the ever-growing video game industry. This could refer to the hypodermic syringe theory, which indicatesthe power of the media, being able to influences the views, in this case, of game players through the use of violence. In regards to GTA, the negative ideologies presented would be the way in which dangerous actions are rewarded, such as obtaining money for committing crimes or participating in violent tasks involving murder, drugs and other illegal conduct. To add, "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.” The use of “shoot” highlight the extent to which violence is observed and is not punished, the fact “extra points” are given may entice game players to begin to associate violence with pleasure, issuing concern. Additionally, “Women are often portrayed as weaker characters that are helpless or sexually provocative.” This can be implied within GTA as women are depicted as undignified through their jobs and clothing, which connote their degrading behavior. This would be damaging to game players minds as their views and opinions of women may begin to alter as they unhelpfully objectify women through games.

There is a concerning issues surrounding the violence of video games. The audiences are in favour of playing more violent and realistic video games. Furthermore the gamer is absorbed in realistic conditions and are further rewarded for their behaviours. This suggests that gamers become used to the idea of killing people and is perpetuated and enforces these values, which make people react differently in contrast to how they would react without playing violent video games. The other issues involve parents who are less likely to actively participate in video game playing results in them being relatively unaware of the kind of images seen in these games. Therefore children are able to play games which are inappropriate for them which conclude of sex and violence. And many views and opinions have been in regards to the negativity the games bring and do not take into consideration the benefits it has. There is little evidence between the relationship of violent video games and behaviour therefore suggesting there is no need for the audience to panic. However the media overstress how violent video games are bad and this creates aggression, which then worries parents. The benefits that video games bring such as better hand eye co ordination. Other skills gained from the game such as team work can be applied in real life situations and is an important to acquire in your life therefore by playing games you are enhancing valuable qualities which would be beneficial in the long run. Furthermore it allows players to think strategically which are important skills within society.

"Effects of Video Games on Aggression." .
"GTA IV game smashes sales records - Digg." .
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. P. 3.


"Moral Panics Over Youth Culture and Video Games | Gamebits." . `
" Young Adult Health - Health Topics - Video games." .
“Young Adult Health - Health Topics - Video games." .
Marketing Violent Entertainment to Children: A Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries, Appendix A - "A Review of Research on the Impact of Violence in Entertainment Media" (Sept. 2000);
"Children and Video Games: Playing with Violence | American Academy of Child & Adolescent Psychiatry.
“Video games: Grand Theft Auto sales halted after Thai taxi killing | Technology | The Guardian ." .
"The Good Things About Video Games." .
"The Good Things About Video Games." .
"Metrics 2.0: Video Game Addiction: 81% of American Youth Play; 8.5% are Addicted." .
"Video Game Addiction." .
“Violent Video Games Increase Aggression Long after the Game Is turned Off.” http://www.sciencedaily.com/releases/2010/09/100920094620.htm.
“Teen Health - Health Topics - Video games." .
“Categories of violence” http://www.englishandmedia.co.uk/mm/subscribers/downloads/archive_mm/_mmagpast/Cat%20of%20violence.html

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. P. 1.
"Violent Video Games Affecting our Children | Pediatric Nursing | Find Articles." .
"Video Games and Violence - Art Carden - Mises Daily." .
Gunter, Barrie. The effects of video games on children: the myth unmasked. Sheffield, England: Sheffield Academic Press, 1998. Print. p. 15.

“Children and Violent Video Games”
http://www.drphil.com/articles/article/297
“Negative Potential of Video Games”http://www.education.com/reference/article/negative-potential-video-games/

Bibliography

Works cited
Books
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. P. 3.
Marketing Violent Entertainment to Children: A Review of Self-Regulation and Industry Practices in the Motion Picture, Music Recording & Electronic Game Industries, Appendix A - "A Review of Research on the Impact of Violence in Entertainment Media" (Sept. 2000);
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. P. 1.
Gunter, Barrie. The effects of video games on children: the myth unmasked. Sheffield, England: Sheffield Academic Press, 1998. Print. p. 15.
Internet
"Effects of Video Games on Aggression." .

"GTA IV game smashes sales records - Digg." .

"Moral Panics Over Youth Culture and Video Games | Gamebits." .
" Young Adult Health - Health Topics - Video games." .
“Young Adult Health - Health Topics - Video games." .
"Children and Video Games: Playing with Violence | American Academy of Child & Adolescent Psychiatry.
“Video games: Grand Theft Auto sales halted after Thai taxi killing | Technology | The Guardian ." .
"The Good Things About Video Games." .
"The Good Things About Video Games." .
"Metrics 2.0: Video Game Addiction: 81% of American Youth Play; 8.5% are Addicted." .
"Video Game Addiction." .
“Violent Video Games Increase Aggression Long after the Game Is turned Off.” http://www.sciencedaily.com/releases/2010/09/100920094620.htm.
“Teen Health - Health Topics - Video games." .
“Categories of violence” http://www.englishandmedia.co.uk/mm/subscribers/downloads/archive_mm/_mmagpast/Cat%20of%20violence.html
"Violent Video Games Affecting our Children | Pediatric Nursing | Find Articles." .
"Video Games and Violence - Art Carden - Mises Daily." .
“Children and Violent Video Games”
http://www.drphil.com/articles/article/297

Works consulted
Books
Gentile, Douglas A.. Media violence and children: a complete guide for parents and professionals. Westport, CT: Praeger, 2003. Print.
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.
DeMaria, Rusel. Reset: changing the way we look at video games. San Francisco, Calif.: Berrett-Koehler Publishers, 2007. Print.
Internet
http://www.openlettersmonthly.com/video-game-review-grand-theft-auto-iv/
http://www.drphil.com/articles/article/297
http://www.subzeroblue.com/archives/2006/04/gta_influence_puts_m.html
http://www.englishandmedia.co.uk/mm/subscribers/downloads/archive_mm/mmagpast/computer_games_violence.html
http://www.psychologytoday.com/blog/moral-landscapes/201011/playing-violent-video-games-good-or-bad
http://www.enotes.com/media-violence-problem-article
http://wanttoknowit.com/pros-and-cons-of-video-games/
Moving image text
http://www.youtube.com/watch?v=evM8Dlssf2A
http://www.youtube.com/watch?v=LcvajyZAaQA

Thursday, 5 January 2012

Task 6

How and why are violent videos game such as grand theft auto so popular amongst younger audience and should we be concerned?


Overtime, it is evident the gaming industry has become extremely successful in which people have found themselves immersed within gaming. “In the past 30 years, video games have had a major impact on how people spend their leisure time.” Video games have developed significantly and have become very prevalent especially amongst younger individuals; one of the titles most favoured could be described as Grand Theft Auto. “The title sold a record 609,000 copies on its first day of release, generating an estimated £24.4m ($48.5m)” exhibiting its success.

“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.” This infers violent video games are successful amongst younger audiences as the institutions are able to appeal by effectively promoting through Dumbing down in order to allow all audiences to understand the concept of the game. Therefore this could perhaps cause concern due to the fact all ages are able to comprehend the content despite the level of violence explored.

Moral panics have also existed throughout the years regarding the extreme violence in video games. In 1999, parents were more concerned than ever as, “the nation was shocked by a school shooting at Columbine High School in Littleton, Colorado/There had already been some publicity over the amount of violence in video games/ The media emphasized that the Columbine shooters played these games, and society luminaries drew connections between the nature of the shootings and the games.” This led to the issue of violence in video games being expressed as society became horrified by the disastrous consequences of the influences of video games, inevitably creating moral panic.



During the 1970’s Video games were first made available, Pacman was very popular whereby you would consume pills and ghosts in order to collect points. Within modern times this wouldn’t be considered violent, however in the past this was observed as the first game to contain destruction of some sort. Through improvements in technology, the gaming industry has been able to take advantage of resources, which previously were unavailable resulting in simple ideas such as shapes etc. These advancements have led Sony and Nintendo create increased realism of violence and gore, “It has been estimated that up to 89% of games contain some violent content.” Furthermore, “violence is one of the most popular forms of entertainment” therefore it would be difficult for game companies to ignore this as they are designed in order to fulfil popularity. Games are also becoming increasingly violent as the thirst for blood and gore, “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.” Audiences will continue to desire more and for it to be diverse and this is why game industry continue to make games more violent.


Following the rise in violence depicted through video games such as Grand Theft Auto, concerns have raised regarding the psychological impacts of the game, which could result in individuals more prone and influenced to display violent thoughts and aggressive behaviours. “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.” This further relates to the increasing violence as the “exposure” causes game players to mimic the actions in reference to the Copycat theory. This could be seen within, “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.” This conveys the influences of violent video games, especially GTA which led to this particular crime, which highlights an imitation, causing concern as members of the public have been killed due to the impacts of the game.

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.

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

Task 3

Society would expect violence to be a lot different to what it was in the past. Technology has allowed people to gain more of a realistic experience because of this. When gaming first took of the resources was limited therefore you saw shapes being the main aspect of the game and did not seem much violent, but as society has been more exposed to violence then video games are created based on violence and this then impacted on others who play the games and therefore as the technology became more advanced programmers were able to create a better game which contains gore and more violence. This suggests that people expect more violent and gory games then in the past, furthermore people become desensitized to it meaning that they are exposed to it and react to it differently.

People found themselves immersed within gaming. This had a major impact on people’s lives. Views and opinions have changed over the years because at first gaming was very simple using shapes which could be controlled by a human. As years progressed technology started to evolve. Nintendo released their console in the 1980s and a decade later Sony released their PlayStation in the 1990s. Games always used the latest technology available at the time in order to create highly impressive graphics and create realism. However by creating these realistic conditions this would have a negative impact on people in years to come, people began to question the content of the games being released and how they were containing violence. This became a concern to many as this could influence people to become more aggressive.

Video games were firstly available in the 1970s; Pac man was a very popular game, which contained a circle eating pills and ghosts. This may not have seemed violent but this was the first game to contain destruction of any kind.

With better technology becoming available in the future Sony and Nintendo were able to create realistic games that contain greater violence and blood.

Space invaders is another game which requires the use of violence against space invaders, this is violence without context, meaning in context of the real world the violence portrayed in this game is unreal and contains fantasy violence. This does not convey the same sort of violence that exists on the streets neither does is show violence, which harm civilians, innocents or other representations of any kind.
Children aged 4-6 became more aggressive after playing 'Space Invaders'








Pac man and space invaders to an extent are similar to my contemporary text grand theft auto. Both of these games are violent although it is difficult to see in Pacman and space invades they both involve the aspect of killing and controlling something or someone. The reason for this is because it has no context therefore people are unable to make sense and deem it to be violent

GTA has a context and to an extent reflects society and therefore people are able to engage in this furthermore it is easily understandable how it is more of a threat to children. Because it is easy to make sense of the killing. Furthermore in the game you are harming innocent people. And this is wrong furthermore in the game it rewards you instead of punishing and this gives the wrong ideas to children.

Therefore the only way they are similar is through the genre. This allows people to see what used to be violence and how it has changed. Because of technology it has become more realistic and a lot more different from the past.

In relation to looking at these media texts, it could be made apparent society have become increasingly violent. The views and opinions regarding violence have changed significantly. The developments within the gaming industry have allowed comparisons to be made such that Pac man and space invaders appear less violent in relation to Grand Theft Auto. Previously, the simple concept of consuming the pills and ghosts and shooting aliens has been revolutionised nowadays to exhibit real life issues associated with gun crime, murder and theft. Thus displayed through games such as Grand Theft Auto. Furthermore, it could be seen perhaps to some extent due to the changing nature of crime and ideologies, the violence exerted through Grand theft auto has influenced the behaviours of individuals. This has caused concern within society demonstrating the age restrictions on games, due to the extreme violence including swearing and the use of weapons. However many do not comply by these laws, greatening the influences.



Moral panic

Throughout the ages, media and society have been concerned over children, the next generation, are doing, or what is being done to them. Moral panics often occur when the desire to protect them and ourselves is expressed.
In 1999, the nation was shocked by a school shooting at Columbine High School in Littleton, Colorado. Not only were several students murdered, but two of their classmates were sufficiently depraved to have executed the event. The reality that so much harm could be generated by, and inflicted on, high school students was alarming to a society which values the lives of children.
There had already been some publicity over the amount of violence in video games. When the media emphasized that the Columbine shooters played these games, and society luminaries drew connections between the nature of the shootings and the games, people became more worried than ever about what video games were doing to kids, and what the kids would do as a result. This new technology had become a new threat.
Moral panics have happened throughout the years, though; video games were merely the latest form to feed society's concerns about their children. Though each moral panic plays out in unique ways with different origins and repercussions, they often have similar characteristics, not only in Cohen's definition of the term "moral panic," but also in what society and the media find alarming about the entertainment forms being panicked about.
http://www.gamebits.net/other/mqp/

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.