Tuesday, February 26, 2019

Do violent video games cause bad behavior? Essay

Does playing bowelless moving-picture show games pose a terror to the gentleman child mind? Who can for wee the little pr motionical(prenominal) plumber, Super Mario, who squashed Goombas (mushroom shape deviants) and the Koopa Troopas (turtles with running shoes), hurled over Bullet Bills (missile- worry creatures), avoided and or some periods burned the Piranha Plants (who hid in plumbing tubes) with finicky fire b wholly powers (that were acquired from a special plant that he consumed), this act of courage and valor was shown through various stages of the game, all in align to save the lovely Princess Peach (ruler of the Mushroom Kingdom) from the ferocious, fire breathing, evil commander of the Koopa Troopas Bowser. Super Mario Bros was angiotensin-converting enzyme of the games that revolutionized the gaming industry, back in the early 80s. The game was sort of a comedic genre it to a fault had action, adventure and a story line behind it, which is what kept the playe r(s) entertained. Video games such as Super Mario Bros, a game that started it all, set the bar high for all future television system games. The games of today are very graphical, intense, exhilarating, and violent, but also at often times they can seem very realistic. nigh of these games tend to allow the player to pretend or portray the showcase of character they would like such as sober or bad, human or monster, etc. For example games such as Grand larceny Auto is a game in which the player(s) can go around kill new(prenominal) characters, steal things, do drugs, pick up prostitutes by the streets and engage in certain activities.Although these contemporary games mangleer a sense impression of excitement and also a sense of adrenaline, the disparity between where television system games started out offering and what is picked up today is startling. In a valet that is so dependent and reliable on technology, society often tends to get too involved and addicted, that th ey cannot deter fantasy and real life. Craig Anderson Professor of Iowa province University and motive of Violent Video Games and Other Media Violence argues that young children and teenagers should be deterred from violent characterisation games, as they pose a great threat to their psychological state of mind. On the other hand, Henry Jenkins, an MIT Professor and author of humans Bytes Eight Myths around Video Games Debunk states that violentvideo games are not to blame, for the behavior of children. In Reality Bytes Eight Myths about Video Games Debunk by Henry Jenkins, Henry argues that violence in general within our callowness group, is at its all time low, meaning it has decreased over the years tremendously According to national crime statistics, the rate of juvenile violent crime in the fall in States is at a 30 year low.Researchers find that people suffice time for violent crimes typically consume less media before committing their crimes than the mean(a) person in the general population (445). While on the other hand, Andersons look for use ups that, Early aggression researchers were interested in discovering how youth learn to be aggressive. Once they discovered observational learning takes move not only when youth see how people be remove in the real world but also when they see characters in films and on television. (445). What Anderson claims here is that childrens behavior development is affected by numerous concomitantors such as what they observe other people doing, the environment they tolerate in and the media content they are exposed to on a day-by-day basis. Both writers make excellent claims and show great incarnate of their texts. In actuality, Craig Anderson has had some hands on experience in some of the research done to determine what effects violent video games have on a person, boosting his credibility to the subject.Jenkins goes on to argue, no research has found that video games are a primary factor or that viol ent video game play could turn an otherwise normal person into a killer. (449-450). Jenkins debunks the idea that violent video games have an effect on a stable persons mental health. However, Anderson suggests, In any subject of science, some studies go away produce effects that differ from what most studies of that causa find. If this werent confessedly, then one would need to perform only one study on a particular issue and we would have the true answer. Unfortunately, science is not that simple. In this didactics, Anderson explains that although some research studies have treat the effect of violent video games on an listening, it is difficult to determine on the nose what the outcome of violent video games may be. Jenkins makes a comment where represent allows Kids to express their feelings and impulses (452). He believes that kids play these types of video games to express their feelings and blow off some steam. Exposing children and adolescents (or youth) to violent visual media increase the likelihood that they will engage in physical aggression againstanother person (445). present Anderson is saying that violent video games have an effect on the audience behavior and would more likely engage in a violent manner towards another person. Once again both writers have good values in their arguments. While they are both providing good support from actual research that was conducted, for the purpose of seeing how children react to such materials, Jenkins statement quickly dismisses any effect of violent videogames to children. On the other hand, Andersons claim is that there is a negative effect with the exposure of such content, which is proved through various studies. In conclusion Craig Anderson and Henry Jenkins both have great arguments when it comes to whether or not violent video games may or may not cause children to act aggressive to another person. However, the fact of the matter is that all children are different from one another and the refore, you cannot reason and generalize based on a study that is being conducted on all children the same exact way and therefore the question of Does playing violent videogames pose a threat to the human mind? motionless remains.Work CitedAnderson, Craig. Violent Video Games and Other Media Violence. Writing Arguments A hot air with Readings, ninth Edition. By John D. Rampage, John C. Bean, and June Johnson. New York Pearson Longman, 2012. 445-48. Print Jenkins, Henry. Reality Bytes Eight Myths about Video Games Debunked. Writing Arguments A Rhetoric with Readings, Ninth Edition. By John D. Rampage, John C. Bean, and June Johnson. New York Pearson Longman, 2012. 449-52. Print

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