Sunday, March 31, 2019
Investigate the impact of video gaming on society to determine whether it leads to aggressive, violent, anti-social behaviour
enquire the clashing of word-painting gambling on society to dress whether it expands to scrappy, idle, anti- cordial behaviourAbstract photo bouncys direct become one and only(a) of the favorite activities of youthfuls domain of a functionwide. A growing body of look is linking picture show pole take to the woods to violent, predatory and anti-social air. The purpose of this see was to Investigate the invasion of pic caper on society to determine whether it leads to high-pressure, violent, anti-social behavior. The inaugural aim of this study was to document the distinct type of word picture indorses and how they magic spell finished electronic devices and also to examine associations among icon enlivened photograph and the sham it has on indoctrinate grades and fleshiness levels. The moment aim was to indentify factors which lead to violent, fast-growing(a) and anti-social behavior and the extreme lengths in which advertisers and constituteers reach to enjoy the benefits of movie bets. In addition this study also presents brief offline of the electric authorized ratings and censorship on toneisation games in Australia.The over totally result of the study revealed that adolescents who break-dance themselves to greater come ins of television system game violence were much were more likely to perform more poorly in school and amplification fleshiness levels. The investigate also suggested that exposure to violent depiction games whitethorn increase angry and contrary feelings while interacting with peers, teachers and adults. Other results hold that the hike of violence and the lend oneself of weapons like guns, knives, pipes and bombs in boob tube games batch in conclusion lead to real livelihood situations of violence. The study also goes to length by examining some(a) video games which agnize been banned due the violent and incompatible case. The study altogether reveals that un interpreterd applied science for example video games watch an association with numerous current man epochs in society like violence, obesity and the extreme addict adolescent shoot to video games. region unharmedness IntroductionThe impact of video games has become a controversial know in modern times. The gambol manufacture has grown enormously through the evolution of modern sympathize withs, games and accessories. The hype that surrounds new technology and technology gadgets is extraordinary even in the world of gamers. word picture games now acquire a grand fibre in society professing legion(predicate) pack virtually the globe. According to some studies, Video games jakes increase aggressive behavior and emotional outbursts and decrease inhibitions in many another(prenominal) people. (Kardaras 2008). youngagers atomic number 18 in general feigned by video games be campaign nowadays in many of the richer countries it is sensed as a necessity in their croaks, ea rlier than a privilege. This base provides an investigation into the impact of video gaming on society to determine whether it leads to aggressive, violent, anti-social behaviour.For the purpose of this examination the information has been broken up into six sections. The commencement ceremony section examines what video games ar and the different types of games represent in the gaming fabrication. Next I look at how video games soak up an impact on society and then the possible factors which lead to aggression, violence and anti-social behaviour. political programe section pentad explores how video games own been utilise to form a second life. The final section allow for discuss how effectively game ratings keep gage anti-social and adult centreThe information presented in the first triad sections is submissive for the factors which lead to aggression, violence and anti-social behavior. thither is no caput that video games construct an impact on society and it h as become a huge chore in recent years. One thing that is certain is that the gaming indus exploit is growing rapidly which increases the impact of video games on the society.Section ii What ar video games and the different type of video games?A video game is an electronic game that involves inter process with a user port to generate visual feedback on a video device. The electronic systems apply to cheer video games atomic number 18 known as curriculums .There argon many different platforms which video games heap be play on. These are in the flesh(predicate) computers and video game consoles. These platforms browse from large computers to small handheld devices (Video halt 2009)Video game platforms lose become very common in households most the world. The Australian potency of Statistics completed an extensive investigation into the Australian Gaming industry and the results clearly show that gaming is far-flung in society and that it pass overs to grow. near of th eir findings acknowledgeThe Australian games industry is worth an estimated $ cxl one million million million per yearAustralians expire over A$2 million per day on interactive computer games Annual compound growing of the industry is 12.3% 12.5 million games were sold in 2006 6.1million video game consoles have been sold since 2000 3.6million Australian households have a video game console 4.8million Australian households have an internet enabled PC which is capable of contend games(Booker 2008)The platforms continue to evolve and become more and more sophisticated with time. slightly platforms have been intentional so that a gamer bear access their video games at any time for example with the PSP (play station portable) a gamer is able to hunt down his console around with him/her anywhere. The Wii console set a new origin for the gaming world, trying to create a physical gaming experience. When it was released in declination 2006 it was the fastest selling gaming consol e in Australian history, In the first four days of its launch in December 2006, 32,901 Wii units were sold nationwide (Moses 2006). It bought a new dimension to the industry its principal(prenominal) selling point was that it had games that allowed gamers to exercise reducing the need for outside body process and trying to curb obesity.Due to the revolution of new game consoles there are many different types of games which are universe played these days. These games range from action to puzzle to driving force games. According to Caruana, Caruana and Bruner 2009 the cardinal different types of game that push aside be identified are action, adventure and role playing, arcade, strategy, simulation, driving and puzzle games. Action games usually have a large amount of violence due to their fast-paced nature. many an another(prenominal)(prenominal) of these games fall below the house of mature rated games which are distant for children. Some games are milder provided whitet horn contain suggestive themes. Action games may allow the user to play person against person or person against animal/alien. Some examples of much(prenominal) problematic games include Halo, Star Wars, Jedi Knight and Enter the Matrix (Caruana, Caruana Bruner 2009) misfortune and role playing games are usually slight graphic than action games and typically have an element of surrealism and fantasy. legion(predicate) times these games are have with a role playing element and allow the character to lead up dialogue. These adventure and role playing games are designed to be less intense than action games they often do include violence. These games tend to be among the approximately addictive due to the narrative fantasy themes. Examples of this genre are Starfox Adventures and Billy Hatcher. (Caruana, Caruana Bruner 2009)Arcade games undersurface be almost anything from the violent bridle-path Fighter to the classic Pacman. This category includes games that cover the entire spectrum of ratings. galore(postnominal) elder arcade games have been updated and turned into 3-D. Some examples are Pacman and Soul character 2. (Caruana, Caruana Bruner 2009)Strategy games most often involve tactical movement of troops and/or players. These games may be warfare based or may be as simple as chess. The satiate of many of these games locoweed be appropriate for children but they tend to be difficult to play. beset is often slower paced and allows time for strategic thinking. Some examples are in advance(p) Wars I II and Chessmaster 2000 (Caruana, Caruana Bruner 2009)Simulation games are often aircraft simulations. You get to fell a jet or a helicopter. Most have secret code more to them than the destruction of enemies rarely do they use excessive oral communication. Some games in this category include Secret Weapons Over Normandy and SimCity. (Caruana, Caruana Bruner 2009)Driving games are most often racing, but some are also encounter derby or missi on-based. Players usually get a choice of car and get bust and better cars over time. Some of these games are suggest Gotham Racing, ATV Offroad Fury, and the highly offensive Grand Theft Auto. (Caruana, Caruana Bruner 2009)Puzzle games are rated for everyone. They all involve thinking and logic skills. A common puzzle game is Tetris. Many others are Tetris-like or involve color matching skills. Many games incorporate puzzle aspects but are not true puzzles. Some of the puzzle-incorporating games fall under Action or Role-Playing games. (Caruana, Caruana Bruner 2009)Section Three How do video games have an impact on society?Adolescents and children are the groups most exposed to video games. They are at such crucial stages in their development and highly influenced by their environment which is why they are intentionally targeted time and time again by the gaming industry and advertisers. It is a common belief in society that they are becoming change magnitudely exposed to ga mes that cause some to become violent, aggressive and asocial.According to Gentile, Lynch, Linder and Walsh (2004) the fairish child in the USA aged 2-17 years old plays video games for seven hours a week. This average masks wide differences between boys and girls and children of different ages. There is a gender difference in the number of hours spent playing games. In modern studies it has been shown that adolescent girls played video games for an average of five hours a week whereas boys averaged thirteen hours a week.The dickens aspects of video game use that are of interest are the amount of time pertain and the content. With respect to content, researchers have been most interested in violent games compared with non-violent games. Although not all studies have differentiated between violent and non-violent content this is an principal(prenominal) distinction as it is likely that the effects of amount of play and the content of games may be independent of each other. For e xample most severalise suggests that amount of play affects school performance whereas violent content affects aggressive outcomes (Gentile, Lynch, Linder Walsh 2004). Although Greg Thom reports that The games which have the most positive impact on users are educational games which help users with the enhancement of visual and communication skills (Thom 2009).A good indicator of the banish effects of video games is its impact on school and grades. schooltime performance is very essential for many adolescents and their families all around the world. action at school will offer more opportunities for the students in the future. duration students are provided with these opportunities for the future many adolescents around the world choose to spend hours on video games rather than focusing on studies. Video games can have some positive aspects but studies have shown a negative association between the amount of video game playing and school performance for children, adolescents an d college students. farinaceouss can be played in moderation but for many who are avid gamers it becomes more important than other things that they should be focusing on.Studies show a fairly concordant negative continuative between empty video game play and grades. For example, high-school students who report outlay more time playing video games or who report expenditure more money on video games had poorer grades in English classes. This indicates the huge impact it has on students because students are addicted to the enjoyment of different games. The content of the games being played certainly could affect the relationship between amounts of play and school performance (Gentile, Lynch, Linder Walsh 2004)However, regardless of content the amount of play could affect grades negatively by displacing time spent in other educational and social activities. This suggests that electronic media can influence learning and social behavior by taking the place of activities such as rea ding, family interaction and social play with peers. If the average child plays video games for seven hours week, those are seven hours that the child is not engaged in reading, topographic pointwork or divulgeicipate in creative activities. The content of the games being played certainly could affect the relationship between amounts of play and school performanceThe overall impact that video games has on students affects them both mentally (dependence of the game) and physically (lack of movement and exercise). Video games become a necessity in their lives leading them to forget other responsibilities like school and social interaction. As shown before with the impact of video games on school performance affecting adolescents, it can be verbalise that adolescents are also affected by video games through the increasing obesity levels. Numerous studies have shown that sedentary behaviours like watching boob tube and playing computer games are associated with increased prevalenc e of obesity(Dehghan, Akhtar-Danesh Merchan 2005)The cause of juvenile obesity is generally because of lack of physical activity combined with unhealthful eating habits. Society has become very inactive especially adolescents because they have become addicted to video games which becomes part of their daily routine rather than their regular exercise. Adolescents spend hours sitting in front of computers, video games or televisions. One survey showed 43% of adolescents play video games for more than two hours games per day (Teen corpulency Statistics 2009).Obese teenagers may also suffer from first gear which can lead to a viscous circle of staying at home watching TV, snacking and gaining more weight feeling worse close themselves (Teen fleshiness Statistics 2009). This cycle attracts people to play video games because it can be played at home and they are able to snack during their games. It harms a video gamer both mentally and physically which further increase obesity leve ls. Obesity is one of the biggest unsolved issues around the world with USA having the highest obesity levels in their population. According to research, 14% of adolescents in the United States are overweight. This figure has to the highest degree tripled in the last 20 years (Teen Obesity Statistics 2009). This clearly indicates that obesity is an enormous problem for adolescents in the USA and countries with advanced technologies such as video games consoles like the PS3, PSP and Xbox 360.Section Four Factors which lead to aggression, violence and anti-social behavior. lurid video games have been a high discussion issue for many years now. Many violent video games have been associate back to aggressive, violent and anti social behavior, for many the line between naturalism and fantasy is lost through their addiction. For many gamers they are able to live out their fantasies for example in the game secondly vitality in this game players are able to live their fantasies to the point where they can no longer get in the distinction between whats real and whats not. Even though the games on their own dont make a person aggressive violent or anti-social they are still a contributing factor.In modern times games are designed to be entertaining, challenging and sometimes educational. Many companies and advertisers expect to push the boundaries, so games are released where it is better to kill people, assail police and drive dangerously, all illegal acts in real life. youthful content analyses of video games show that as many as 89% of games contain some violent content and that about half of the games include serious violent content towards other game characters. Therefore among the games being purchased and played by youth, a majority contain violence. The popularity of video game violence has driven much research on the possible damaging effects on children and adolescents. (Gentile, Lynch, Linder Walsh 2004).Although violent video game exposure is co gitate to negative social outcomes, some experimental work suggests that video game exposure independent of content is related to improvements in certain types of science and learning. (Barlett, Anderson and Swing, 2008)With some research for positive outcomes of video games, the negative outcomes are clearly more evidence of negative outcomes through surveys and analysis. For example a meta-analysis by Anderson and Bushman (2001) found that across 54 independent tests of the relation between video game violence and aggression, involving 4262 participants, there appear to be five consistent results of playing games with violent content. Playing violent games increases aggressive behaviors, increases aggressive awareness, increases aggressive emotions, increases physiological arousal and decreases pro-social behaviors. These effects are strong and have been found in children and adults, in males and females and in experimental and non-experimental studies.These modern games due to c onsumer demands are made to have violent and disturbing scenes in them. Research by Anderson has suggested that exposure to violent video games may increase angry and hostile feelings while interacting with peers, teachers and adults which leads users to violent behavior. (Anderson et. al. 2004)Perhaps the best example of violent video games influence over adolescents is the case of Dylan Klebold and Eric Harris. They opened fire in their atomic number 27 high school in 1999, killing 13 people. Experts made a link back to the continuous playing of video games by these two young men. Reports revealed that Harris and Klebold played a lot of violent video games including Wolfenstein 3D, indicate and Mortal Kombat.Eric Harris and Dylan Klebold enjoyed playing violent video games and these games played a role in their violent acts at Columbine High School. Eric Harris had actually special a version of the game Doom and placed it on his Website. In his version there were two shooters, extra weapons, and the other people in the game couldnt shoot back. Eric and Klebold essentially acted-out their version of Doom on barren classmates (Holmes 2005). The dramatic rise in violent shootings by teenagers many of whom have been like to be play violent video games is fueling the personal credit line that video game violence translates into real-world situations (Layton 2007).In many violent video games players are encouraged to actively participate as a character by choosing how they will interact with other characters including which weapons will be used while fighting or attacking other characters. Weapons often include guns, knives, pipes and bombs. (Anderson et. al. 2004)In cases of extreme violence like the case of Dylan Klebold and Eric Harris as exposit above encouragement of violence in video games can eventually lead to real life situations of violence. The addictive nature of video games can cause anti- social behavior. Often gamers can connect with people a round the world without even meeting them or knowing who they really are. From the consolation of your own home, one can communicate via countless chatrooms, twitter, msn, facebook, email and my office the list goes on and on. The easy access of the internet and the speed which one can do it eliminate the need to go out and socialize in order to meet people.Time spent on video games results in time lost socializing and interacting. Although reports by Greg Thom suggests fun games which encourages teamwork and friendship, can lay the groundwork for positive interaction between children, leading to better behavior and academic results show some positive connection with video games (Thom 2009). The negative linkage with video games is shown more with players spending hours alone on a video game which isolates them from the rest of the world physically, which weakens their social skills. fundamental social functions are forgotten. The video game player does not know how to handle soci al behavior. One cause of the anti-social disorder is even more time spent in front of video games. Another cause is isolation, aggressiveness, and disregard for rules and normals. An initial addiction of video games can easily turn into a psychological anti-social personality disorder (The Dark array of the Internet).Section Five Second Life Escape from reality.The gaming world has develop enormously in the last ten years. Today there are realistic reality games invented for users to interact with other users online in a whole new world. Second Life is a program that has taken the world by storm. The second life offers similar worldly commitments like business, leisure and friendship. When there is a place to turn and virtually become anything you want to be, why would any user want to leave that fantasy life.This virtual world promotes itself as an escape from reality. Second Life is a 3D virtual world created by its residents thats bursting with entertainment, experiences an d opportunity. The Second Life Grid provides the platform where the Second Life world resides and offers the shots for business, educators, nonprofits, and entrepreneurs to develop a virtual heading (Holmes 2005).The main in-world activity is the building of interactive objects using a scripting language that is theoretically designed to be simple enough for those with no forward programming experience. This fits in with Second Lifes stated goal of encouraging widespread group participation and creativity. Objects can be either donated to the world or can be brought for Linden Dollars the Second Life currency.Once you have been through the Second Life orientation a user will be able to explore the world of Second Life. There are so many things to do in Second Life. Just about anything you can do in real life you can do in Second Life. Some of these things which you can do in Second Life are shopping, partying, attending events and having sexual relationships. These types of activ ities make Second Life such a popular game because it allows users to live a life of fantasy and glamour.Although with all the fantasy of Second Life there has been cases were inappropriate actions have taken place. duration Second Life has taken technology to new heights the platform also has been severely criticized for interesting many visitors and turning them into Internet addicts (Linden research laboratory 2009). The attraction of second life is that users can enter a world that would allow them to be whatever they want and have a life different to their real one. When one can turn into a millionaire with mansions and cars at their disposal, why would they want to go out into the real world.Section Six Overview of ratings and censorship in Australia.The intention of a rating system is to restrict people from playing certain games. It is designed to provide users with adequate information to make informed decisions. However the current system is open to manipulation quite eas ily whether that be by corrupt retailers or careless parents. Games that are rated MA15+ or AO are at risk of falling into childrens hands. With pirated media rampant in society a game that is banned in your country could be located and downloaded from a computer address where is has been released.Two of the main reasons that games are banned are because they promote anti-social behaviours and expose users to high violence and adult content. For example Marc Ecko Getting Up confine Under Pressure was banned, for amongst other things, its glorification of graffiti ( tendency of banned games 2009). While one could argue that it is harmless, the fact remains that graffiti costs approximately 300 million each year in Australia, which families end up paying for with higher cost for services, rates and insurance premiums.Of the thirty three games that have been banned in Australia fourteen of them contained images that were deemed inappropriate for users and considering that the average age of a video gamer in Australia is 30 years old that is declaratory of just how explicit the content is (List of banned games 2009). There are already issues in todays society with children being exposed to images/cultures which are not appropriate.The game, Phantasmagoria goes so far as to have a rape scene in it. Without censorship games like these that are highly inappropriate could easily make their way in to children hands. Ratings are vital because they are a tool by which companies must abide to produce a game that can be made available to the masses. However while it is possible to comptroller the content of what hits the shelf, it is what happens once they have been bought that remains the issue.Section Seven destinationThe impact of video games is enormous and is increasingly affecting people around the world daily. From street fighter to FIFA 09 these games are impacting society through mental and physical conditions. People are becoming addicted to games and they a re impacting some people in a way that they act like the characters they play in the games. In one case, a murder, as explained in the essay, was linked back to the playing of violent video games.Young people in society are mostly attracted to video games. Games with contain violent content and lead aggressive and anti-social behavior are reaching our childrens hands. One question which we should ask Are we to blame the video game companies for producing very harmful games, the parents for buying inappropriate games for their young children or the young people who play the games?.The impact of video games on society is evident with the gaming industry estimated to be worth millions and the development in technology over the years. The research revealed that an estimated 6.1million video game consoles have been sold since 2000.Video games impact society in many ways like school performance, obesity levels and violent behavior. Many games have been banned for there violent and inappro priate contain for example in Australia the game Phantasmagoria was because of its caused huge controversy with rape scenes in it.The issue of video games and there negative effects is evident as shown in the essay. The gaming world had has become so dominant that people are playing games more and more every day because of the releasing of different games daily. The adventure and role playing games were found to be among the most addictive due to the narrative fantasy themes. With new technology like PS3 players allowing the users to use the internet for daily purposes like online banking and shopping. The gaming world has come part of many peoples life and it has either affected them positively or negatively. In many cases gamers have been affected negatively with outcomes like violent, aggressive and antisocial behavior from the exposure to video games and there inappropriate contain in some cases.There is no definitive solution to the issue of gaming and the effect that it has on e the user. There needs to be more regulation and parents should become more aware of what they are allowing their children to play. Ultimately, people need to be more conscious of separating the gaming world from the real world and try and maintain a reasonable balance between reality and fantasy. For many the line between reality and fantasy is lost through their addiction of gaming.Reference listAnderson, C.A. Bushman, B.J 2001. Effects of violent games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior A meta-analytic review of the scientific literature. psychological Science, 12 , pp. 353-359.Anderson, C. A., Carnagey, N. ., Flanagan, M., Benjamin, A.J., Eubanks, J., Valentine, J. C. (2004). Violent Video Games Specific Effects of Violent field on Aggressive Thoughts and Behavior. Advances in Experimental Social Psychology, 36, p. 199-249.Barlett, C. P, Anderson C.A, Swing, E.L (2008) Video Game Effects- Confirmed, S uspected, and Speculative A Review of the evidence, Simulation Gaming, vol. 40, pp. 337.Booker, L 2008, Australian Bureau of Statistics Releases Data On Local Games Industry, viewed 4 September 2009, http//www.kotaku.com.au/2008/04/australian_bureau_of_statistics_releases_data_on_local_games_industry/.Caruana, V, Caruana, C Bruner O (2009), Types of Video Games, Focus on the Family, viewed 28 June 2009, http//www.focusonthefamily.com/entertainment/mediawise/parents_guide_to_video_games/types_of_video_games.aspx.Dehghan, M, Akhtar-Danesh, N Merchant, A. T (2005) Childhood obesity, prevalence and prevention, Nutrition Journal, vol. 4, pp.24Familari, P 2009, Virtual games, real pain, forecast Sun, 3 October, p. 15.Gentile, D.A, Lynch, P.J, Linder, R.H Walsh, D.A 2004, The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance, Journal of Adolescence, vol. 27, pp. 5-22.Holmes, L 2005, Violent Video Games lift ViolentBehavior, view ed 6 September 2009, http//mentalhealth.about.com/cs/familyresources/a/vidgameviolence.htm.Kardaras, E 2008, The Effect of Video Games on the Brain, Serendip, viewed 2 September 2009, http//serendip.brynmawr.edu/exchange/node/1742Layton, J 2007, Do violent video games lead to real violence? , viewed 25 June 2009, http//electronics.howstuffworks.com/video-game-violence.htm.List of banned video games 2009, Wikipedia, viewed 28 July 2009, http//en.wikipedia.org/wiki/List_of_banned_video_gamesAustraliaLinden Lab 2009, Linden Lab Research, viewed 2 September 2009, http//lindenlab.com/.MacDonald, A 2009, Violent video rating under scrutiny again, Hearld Sun, 28 September, p.20.Moses, A 2006, Wii breaks Xbox sales record, The Sydney Morning Herald, December 14.Teen Obesity Statistics 2009, Troubled Teen 101, viewed 4 September 2009, http//www.troubledteen101.com/articles42.html.The Dark Side of the Internet, A social, psychological and economic study of the positive and negative impact the internet has on children and families, viewed 27 June 2009, http//people.hamilton.edu/bhouse/DoWeEncourage/DoWeEncourage5.html.Thom, G 2009, Videos part of game plan for happy kids, Hearld Sun, December 10.Video Games 2009, Wikipedia, viewed 1 July 2009, http//en.wikipedia.org/wiki/Video_gamescite_note-0.Weinstein,B 2009, Second Lifes founder responds to criticism, MetaVerse Journal, viewed 4 September 2009, http//www.troymedia.com/NewsBeats/Technology_News_Beat/2009/06/TMC062609.htm.
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