This article will explain the information of how first person shooters are affecting the game environment and if their should be heavier censorship to the game genre and if prolonged exposure and health impacts affect the gamer itself. This is mainly aimed at the 16+ generation so a questionnaire will be used to help support information. including online single and multiplier options.
Primary research
With my primary research I have created a questionaire to find out within my local area if they are addicted to games or their children are addcited to games. My responces were fairly reasonable as most who answered my questionaire declared that video games are a bit to blame in contributing violence but not fully whilst 2 declared that they contribute alot to violence. This supports that video games can contribute violence however out of the 13 people I asked 11 of the 13 would allow their family or children to play videos games. Out of the 13 I asked 8 said they are not addicted to games and 7of the 13 who answered played 0-3 hours a day on video gameswhich is a little amount of time showing that they possibly find it too violent or just not interested in games at all.
Secondary Research
Within my secondary research I have found out that computer games can cause violence within some people and can even resort to them actually attacking real people as if they think it is a video game as this sentence from this link shows. http://electronics.howstuffworks.com/video-game-violence.htm
"After students Dylan Klebold and Eric Harris opened fire in their Colorado high school in 1999 -- shooting 20 people and killing 13 -- Linda Sanders filed a lawsuit. Her husband was a teacher at Columbine and among the dead. The media revealed that Harris and Klebold played a lot of violent video games, including "Wolfenstein 3D," "Doom," and "Mortal Kombat." Sanders named multiple video game publishers, including Sony and Nintendo, in the suit as well as Time Warner and Palm Pictures since the shooters had apparently watched "The Basketball Diaries," in which a character uses a shotgun to kill students at his high school"
The sentence shows reasons for violence through video games and hence the video game titles of violent games however it does not show all games and rather just the main violent or shooter ones which the 2 have been laying a lot of. this does show that video games do make a influence but they do not force people to go out and kill people and that is the persons fault mostly. Other research however shows that violent games can decrease crime as most players are too busy attacking virtual people to commit crimes in reality as show here on http://www.telegraph.co.uk/technology/video-games/8798927/Violent-video-games-reduce-crime.html
They say that video games keep younger people busy so that they can play the game.
Games such as Manhunt and Grand Theft Auto - where gamers rack up points or cash for killing or savagely attacking victims - are routinely blamed for a rise in violent crime.
A spate of high profile murder cases have heard evidence that various games were 'to blame' for a string of killings.
But a report, called 'Understanding the Effects of Violent Video Games on Violent Crime' by three respected academics has said it doesn't believe there is a link.
The report, by Benjamin Engelstätter, of the Centre for European Economic Research, Scott Cunningham, of Baylor University in Texas, USA, and Michael Ward, of the University of Texas, argue that gamers are 'too busy' playing to cause much trouble in the real world.
The report , released earlier this year, states: "Psychological studies invariably find a positive relationship between violent video game play and aggression.
This shows that it is not just the violent games causing bad effects on people but also good effects in another way so video games are not always bad. This also helps support that it is usually the players to blame and not the game as the player are the people who are going out to the real world and believing they can shoot people like it is a game with lack of sensitivity to violence and the law.
The hyperdermic needle is a good example of showing how a person can become addicted to something or want to buy soemthing without knowing it due to possible brainwashing from the game or advert. http://wiki.answers.com/Q/What_is_the_hypodermic_needle_theory_all_about
The hyperdermic needle is a good example of showing how a person can become addicted to something or want to buy soemthing without knowing it due to possible brainwashing from the game or advert. http://wiki.answers.com/Q/What_is_the_hypodermic_needle_theory_all_about
It's an outdated theory of communication that suggests that an audience is helpless to the effects and messages of a medium, such as television. The theory says that an audience will absorb all of the intended information; they will unknowingly believe anything they see. This theory was very popular in the 1930s, especially after H.G. Wells' "War of the Worlds" broadcast in 1938, but has since been disproven by more modern theories. This shows that it gives the viewer or interacter a addictive to it and therefore want to play the game more or believe in what the reader says as the war of the worlds theory where people believed that aliens were going to invade.
The game is not always to blame as the uses and grafitication theory displays what the audience does with the media rather than what the media does with the people. This can be explain how some people may be desensitised to a violent video game whilst another may not be as desensitised to it. This is also good at showing a persons beliefs or enchances their own personality or role or image as a person.
Evaluation
In my findings I believe that my secondary research is fairly accurate as it has been commisioned by newspapers and reportas of violence appearing. This however is the same with lowering crimes as they are not always creating violence for the player but also supporting less crime for the younger age. This shows that it is not the game that is responsible for the violence but the person themselves as they could be too addicted by a hyperdermic needle theory and be sensitive to what they see and eventually believe that shooting in a school with alot of people there is normal to them due to their de-sensitise to violence and the reality of what would happen to them. This however can be false information as the internet is open to us but it is most likely reliable due to the mass amount of uses the violent games can do to a persons mind by them been addicted to it.
My primary research is very accurate also as not all people are addicted to video games and a fair amout of males and females answered the questionaire however it was most likely men than women but from my questionaire they believe that video games do contribute violence however they will still allow their family or children (if any for children) to play video games. This is most likely due to some games not been as violent as other games within the media and therefore balancing out the amount of violence the player can view with the age ratings included. This allows people who are curious of the violence of video games to not worry as much as it is not always a video games issues but the players issues if they go on a rampage due to them losing a life on a video game.
Conclusion
In my conclusion I have found out that from the research from my primary and secondary research they are both very similar to each other however they are not as violent as the news sometimes points out and the issues are usually due to the people who decide to commit the crimes rather than the game itself. This also concludes that the hyperdermic theory with video games is correct and that if they are addicted to playing a video game then they will keep playing it regardless of its content. This also displays that within my findings most of the people who were not addicted to video games do not play video games as much as those who are addicted to them.
Another conclusion I have found out is that most people would let their family or children play video games and this is due to them most likely having fun or not finding them as violent as others would find as they are possibly desenitised to violence or can trust their own family to not do anything bad with themselves.
The game is not always to blame as the uses and grafitication theory displays what the audience does with the media rather than what the media does with the people. This can be explain how some people may be desensitised to a violent video game whilst another may not be as desensitised to it. This is also good at showing a persons beliefs or enchances their own personality or role or image as a person.
Evaluation
In my findings I believe that my secondary research is fairly accurate as it has been commisioned by newspapers and reportas of violence appearing. This however is the same with lowering crimes as they are not always creating violence for the player but also supporting less crime for the younger age. This shows that it is not the game that is responsible for the violence but the person themselves as they could be too addicted by a hyperdermic needle theory and be sensitive to what they see and eventually believe that shooting in a school with alot of people there is normal to them due to their de-sensitise to violence and the reality of what would happen to them. This however can be false information as the internet is open to us but it is most likely reliable due to the mass amount of uses the violent games can do to a persons mind by them been addicted to it.
My primary research is very accurate also as not all people are addicted to video games and a fair amout of males and females answered the questionaire however it was most likely men than women but from my questionaire they believe that video games do contribute violence however they will still allow their family or children (if any for children) to play video games. This is most likely due to some games not been as violent as other games within the media and therefore balancing out the amount of violence the player can view with the age ratings included. This allows people who are curious of the violence of video games to not worry as much as it is not always a video games issues but the players issues if they go on a rampage due to them losing a life on a video game.
Conclusion
In my conclusion I have found out that from the research from my primary and secondary research they are both very similar to each other however they are not as violent as the news sometimes points out and the issues are usually due to the people who decide to commit the crimes rather than the game itself. This also concludes that the hyperdermic theory with video games is correct and that if they are addicted to playing a video game then they will keep playing it regardless of its content. This also displays that within my findings most of the people who were not addicted to video games do not play video games as much as those who are addicted to them.
Another conclusion I have found out is that most people would let their family or children play video games and this is due to them most likely having fun or not finding them as violent as others would find as they are possibly desenitised to violence or can trust their own family to not do anything bad with themselves.
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