Wednesday, May 15, 2019

Video Games and Violence Research Paper Example | Topics and Well Written Essays - 3750 words

word-painting Games and personnel - Research Paper ExampleHowever in the recent years with the development of tv games and groundless sports it is seen that children argon indulging a lot in gaming. And this has forced many individuals to carry out researches to discovery out the effect of games on children. It is found that violence in real life has a lead relationship with people who are involved in playing these games. The aim of this research is to promote that the baseless content of delineation games has been contri only ifing to the aggressive behavior of the individual player. History and Extent of The Problem Media is an meaning(a) and inseparable part of our daily routine in the modern age. It provides us new and technologically mod modes of learning, working and doing the regular activities rightly and accurately in a timely manner. Media plays a crucial habit in altering our thoughts, perceptions and viewpoints about(predicate) certain personalities, relationsh ips, issues and in turn the whole society. The extremely harsh characterization of media about current affairs results in invalidating or positive changes in our attitudes and point of views about those events under consideration. The extreme integration of media in our lives point towards the alarming situation where our lives and actions are all vastly affected by the media portrayal. Media does not affect a single group, stereotype or class but its effects surround the whole social constructs due to its presence in the lives of every individual today. Video games are one of the forms of media which are greatly influencing the behavior and attitude of people. Video games are getting increase attention of the consumers as the technological advancements are getting more and more flexible, rich and user-focused. Video games do as one of the most popular form of media to entertain children. The involvement of people in video games and their continuous interaction with video game e nvironment affects them negatively. This is specifically adverse when the games are of violent nature with destruction, fighting or combating as the major themes in it. There has been a strong relationship amongst flick in video games and rise in crime rate of younger generation. The violent activities, behaviors and attitudes are observed as a result of continuous exposure to video games. The popularity of video games has been increasing as shown by the investments made to meet the increasing demand. The innovations and technological advancements compete a vital role in increasing the demand for video games. It has been observed that children of ages between 8 and 18 are found to leave played out at least 40 hours per week in some form of media. This also includes the nippy rise in the exposure to video games by younger generation. The increasing popularity of video games has encouraged the exposure to video games to children aging 2 years with a minimum of 1 hour per day spe nt on games. Children falling in the age group of 8-13 years are observed to have played video games nearly 7.5 hours a week. Andersons (2001) research further illuminates the fact that children are exposed to video games which are never supervised by their parents or elders. Adams (2010) further explains the problem in terms of age-directed games that 85% of children play game which are designed and launched for adults. Adamss argument points towards the heavy exposure of violence and negative exposure about female body, relationships and negative ideals in

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