RSH

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· Video games often reward players for simulating violence, and thus enhance the learning of violent behaviors. Studies suggest that when violence is rewarded in video games, players exhibit increased aggressive behavior compared to players of video games where violence is punished. · Violent video games desensitize players to real-life violence. It is common for victims in video games to disappear off screen when they are killed or for players to have multiple lives. In a 2005 study, violent video game exposure has been linked to reduced P300 amplitudes in the brain, which is associated with desensitization to violence and increases in aggressive behavior. · Violent video games teach youth that violence is an acceptable conflict-solving strategy and an appropriate way to achieve one's goals. A 2009 study found that youth who play violent video games have lower belief in the use of nonviolent strategies and are less forgiving than players of nonviolent video games. · Violent video games require active participation, repetition, and identification with the violent character. With new game controllers allowing more physical interaction, the immersive and interactive characteristics of video games can increase the likelihood of youth violence. · Playing violent video games increases aggressive behavior and arousal. A 2009 study found that it takes up to four minutes for the level of aggressive thoughts and feelings in children to return to normal after playing violent video games. It takes five to ten minutes for heart rate and aggressive behavior to return to baseline. Video games that show the most blood generate more aggressive thoughts. When blood is present in video games, there is a measurable increase in arousal and hostility · Playing violent video games causes the development of aggressive behavioral scripts behavioral script is developed from the repetition of actions and affects the subconscious mind. An example of a common behavioral script is a driving script that tells drivers to get in a vehicle, put on a seat belt, and turn on the ignition. Similarly, violent video games can lead to scripts that tell youth to respond aggressively in certain situations. Violence in video games may lead to real world violence when scripts are automatically triggered in daily life, such as being nudged in a school hallway. · A 1998 study found that 21% of games sampled involved violence against womenexposure to sexual violence in video games is linked to increases in violence towards women and false attitudes about rape such as that women incite men to rape or that women secretly desire rape. · Several studies in both the United States and Japan have shown that, controlling for prior aggression, children who played more violent video games during the beginning of the school year showed more aggression than their peerslater in the school year. · Exposure to violent video games is linked to lower empathy in playersIn a 2004 study of 150 fourth and fifth graders by Professor Jeanne Funk, violent video games were the only type of media associated with lower empathy. Empathy, the ability to understand and enter into another's feelings, plays an important role in the process of moral evaluation and is believed to inhibit aggressive behavior. · When youth view violence in video games, they are more likely to fear becoming a victim of acts of violence. According to a 2000 joint statement by six leading national medical associations including the American Medical Association and American Psychological Association, this escalated fear results in youth not trusting others and taking violent self-protective measures · Violent video games can train youth to be killers. The US Marine Corps licensed //Doom II// in 1996 to create //Marine Doom// in order to train soldiers. In 2002, the US Army released first-person shooter //America's Army// to recruit soldiers and prepare recruits for the battlefield
 * 1) 60% of middle school boys who played a mature rated game, such as grand theft auto, hit or beat somebody up in 2008 compared to 39% of boys who didn’t.+
 * 2) However, 70% of middle school boys have played Grand Theft Auto.+
 * 3) A 2000 study by the FBI listed playing video games among actions associated with school shootings+
 * 4) However, a 2004 secret service report revealed no link between video games and school shootings
 * 5) Juvenile crime has fallen over seventy percent, in the same time period as video game sales rising 400%.
 * 6) The small correspondence between violence in life and in video games is because violent youth are drawn to violence.
 * 7) Violent youth are less drawn to violent games than violent movies, books, and their own writing.
 * 8) Less difference between pleasure and pain
 * 9) It is considered an outlet for aggression without real pain
 * 10) Many think that they will confuse fantasy with reality
 * 11) Require active identification with a violent character
 * 12) 21% involve violence towards women
 * 13) this is linked to increases in rape and sexual violence
 * 14) causes violent behavioral scripts,
 * 15) this is because of violent repeated actions
 * 16) some think that it affects the form but not the action of violence
 * 17) there were 27 deaths in school shooting in 1990
 * 18) the sales also broke $5 billion
 * 19) 86% of schools reported theft or violence
 * 20) there were over 1.5 million nonfatal crimes in schools
 * 21) 23% of schools reported gang problems
 * 22) this around the same time period that Grand theft auto was released
 * 23) 46% of schools reported 20 or more violent crimes
 * 24) only 1% reported 1-2 violent crimes
 * 25) 2262499 high school students were afraid of being harmed in school
 * 26) 3567499 high school students quit an extra ciricular activity to avoid being harmed


 * 1) Violent juvenile crime in the United States has been declining as violent video game popularity has increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled.
 * 2) A causal link between violent video games and violent behavior has not been proven . Many studies suffer from design flaws and use unreliable measures of violence and aggression such as noise blast tests. Thoughts about aggression have been confused with aggressive behavior, and there is a lack of studies that follow children over long periods of time.
 * 3) A 2004 US Secret Service review of previous school-based attacks found that one-eighth of attackers exhibited an interest in violent video games, less than the rate of interest attackers showed in violent movies, books, and violence in their own writings The report did not find a relationship between playing violent video games and school shootings.
 * 4) The small correlations that have been found between video games and violence may be explained by violent youth being drawn to violent video games. Violent games do not cause youth to be violent. Instead, youth that are predisposed to be violent seek out violent entertainment such as video games.
 * 5) Playing violent video games reduces violence in adolescent boys by serving as a substitute for rough and tumble play (115 KB) [[image:file:///C:/DOCUME%7E1/96CHUB%7E1/LOCALS%7E1/Temp/msohtml1/01/clip_image002.gif width="13" height="13"]] . Playing violent video games allows adolescent boys to express aggression and establish status in the peer group without causing physical harm.
 * 6) Video game players understand they are playing a game. Their ability to distinguish between fantasy and reality prevents them from emulating video game violence in real life.
 * 7) Playing violent video games provides a safe outlet for aggressive and angry feelings. A 2007 study reported that 45% of boys played video games because "it helps me get my anger out" and 62% played because it "helps me relax."
 * 8) Violent video games provide healthy and safe opportunities for children to virtually explore rules and consequences of violent actions. Violent games also allow youth to experiment with issues such as war, violence and death without real world consequences.
 * 9) The level of control granted to video game players, especially in terms of pace and directing the actions of their character, allows youth to regulate their emotional state during play . Research shows that a perception of being in control reduces emotional and stressful responses to events.
 * 10) Alarmist claims similar to current arguments against violent video games have been made in the past when new media such as radio, movies, and television have been introduced. Claims that these various mediums would result in surges in youth violence also failed to materialize.
 * 11) Violent video games may affect the form of violence, but does not cause the violence to occur. Youth might model violent acts on what they have seen in video games, but the violence would still occur in the absence of video games.
 * 12) Exposure to violent video games has not been shown to be predictive of violent behavior or crime. Any link found between video games and violence is best explained by other variables such as exposure to family violence and aggressive personality.
 * 13) When research does show that violent video games cause more arousal this is because the other game wasn’t exciting
 * 14) In 2005, 2,279 murders were committed by teenagers compared to 73 murders by Japanese teenagers. Video game sales were $5.20 here and $47 per person in Japan.

> 1-Video game playing introduces children to computer technology. > 2-Game can give practice in following directions. > 3-Some games provide practice in problem solving and logic. > 4-Games can provide practice in use of fine motor and spatial skills. > 5-Games can provide occasions for adult and child to play together. > 6-Players are introduced to information technology. > 7-Some games have therapeutic applications with patients. > 8-Games are entertaining. > 9-Multiplayer games develop cooperation skills and sharing.
 * 1)  1. **PROS:**

Destiny

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 * 1) According to federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low.
 * 2) Researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population.
 * 3) It's true that young offenders who have committed school shootings in America have also been game players. But young people in general are more likely to be gamers — 90 percent of boys and 40 percent of girls play.
 * 4) The overwhelming majority of kids who play do NOT commit antisocial acts. According to a 2001 U.S.
 * 5) The moral panic over violent video games is doubly harmful.
 * 6) It has led adult authorities to be more suspicious and hostile to many kids who already feel cut off from the system.
 * 7) While most American kids do play video games, the center of the video game market has shifted older as the first generation of gamers continues to play into adulthood. Already 62 percent of the console market and 66 percent of the PC market is age 18 or older.

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 * 1) There is a huge hype surrounding the launch of every new game system - Game Cube, XBox, and Sony Playstation 2 being just few of the latest.
 * 2) Affecting children age 4 all the way to 45 year-old adults, these video games have called for concern in our society regarding issues such as addiction, depression, and even aggression related to the playing of video games.
 * 3) A recent study of children in their early teens found that almost a third played video games daily, and that 7% played for at least 30 hours a week.
 * 4) On April 20, 1999, Eric Harris and Dylan Klebold launched an assault on Columbine High School in Littleton, Colorado, murdering 13 and wounding 23 before turning the guns on themselves. Although nothing is for certain as to why these boys did what they did, we do know that Harris and Klebold both enjoyed playing the bloody, shoot-'em-up video game Doom, a game licensed by the U.S. military to train soldiers to effectively kill. The Simon Wiesenthal Center, which tracks Internet hate groups, found in its archives a copy of Harris' web site with a version of Doom. He had customized it so that there were two shooters, each with extra weapons and unlimited ammunition, and the other people in the game could not fight back. For a class project, Harris and Klebold made a videotape that was similar to their customized version of Doom. In the video, Harris and Klebold were dressed in trench coats, carried guns, and killed school athletes. They acted out their videotaped performance in real life less than a year later...
 * 5) Everyone deals with stress and frustrations differently. However when action is taken upon the frustration and stress, and the action is taken out in anger and aggression, the results may be very harmful to both the aggressor and the person being aggressed against, mentally, emotionally, and even physically.
 * 6) Aggression is action, i.e. attacking someone or a group with an intent to harm someone. It can be a verbal attack--insults, threats, sarcasm, or attributing nasty motives to them--or a physical punishment or restriction.
 * 7) Direct behavioral signs include being overly critical, fault finding, name-calling, accusing someone of having immoral or despicable traits or motives, nagging, whining, sarcasm, prejudice, and/or flashes of temper.

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 * 1) While many teens do play video games, including some violent ones, the games are hardly kids' stuff: the average video gamer is 30 years old. Most "Mature" or "Adult" rated video games are purchased—and played—by adults.
 * 2) The approximately 200 studies on media violence are remarkable primarily for their inconsistency and weak conclusions.
 * 3) Some studies show a correlation between television and violence; others don't. Some find that violent programming can increase aggressiveness;
 * 4) The assertion that video games make people violent got a boost in May of 2000
 * 1) Recently the media has bombarded Americans with images and stories concerning a popular and morally corrupt (to say the least) video game called "Grand Theft Auto." GTA 3 and its sequel GTA: Vice City has sparked record sales as well as protests and news reports across the globe.
 * 2) GTA was not the first series of video games to create such a stir in this country. "Mortal Kombat", a fighting game known for its amount of blood and gore deaths, hit arcades in 1992 and home consoles the next year.
 * 3) Sadly, a child is usually influenced by combined factors of hostile environment, parental neglect or abuse, and impaired mental state. It is often we hear about a deranged serial killer born with a mental defect or abusive, overbearing parents
 * 4) Children who commit gang violence are often from poor neighborhoods.
 * 5) Students who have committed Columbine-like acts are often disparaged by other students and are social outcasts.
 * 6) Parental neglect is possibly the largest factor in juvenile delinquency.
 * 7) It makes no sense that a parent will refuse to let their child watch a violent or pornographic film, but let them play violent games. Recently, in Tennessee two teenaged boys fired upon motorists with a shotgun, killing one person. The boys claimed that they were inspired by the Grand Theft Auto games. Now the lawyers of the victim's family are suing Take 2 Interactive (the game's publisher).
 * 8) But it is the responsibility of the parents to properly raise their kids to become healthy participants in society.
 * 9) People are not willing to accept that violent video games are the product of today's society.
 * 10) People are also unwilling to admit that, despite the influences their kids are subjected to, they are the ones that are responsible for their upbringing.

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 * 1) They’ve got plenty of answers at the ready for the critics who want to lay school shootings or teen aggression at the feet of the game industry.
 * 2) Can video games make kids more violent? A new study employing state-of-the-art brain-scanning technology says that the answer is yes.
 * 3) Researchers at the Indiana University School of Medicine say that brain scans of kids who played a violent video game showed an increase in emotional arousal
 * 4) **“**Based on our results, I think parents should be aware of the relationship between violent video-game playing and brain function.”

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 * 1) Video games were first introduced in the 1970's.
 * 2) By the end of the decade, they had become a preferred childhood leisure activity, and adults responded with concern about the possible ill effects of the games on children.
 * 3) Even though a large portion of the literature finds no relation between video game violence and player behavior.
 * 4) It is of interest to see whether or not the relation between video game violence and player behavior is affected by age.
 * 5) The difference in age did however affect how the players showed their effect.
 * 6) In the mid 1980's, computer games were released and the home video game market "crashed and burned".
 * 7) The content of games changed greatly.

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 * 1) only children prone to worrying and aggressive behavior were likely to be violent after playing violent video games
 * 2) only 12 percent of school shooters were attracted to violent video games
 * 3) 24 percent read violent books
 * 4) 27 percent were attracted to violent movies.
 * 5) Violence is something that is inherent in all human beings
 * 6) traces of it can be found anywhere
 * 7) violent video games do not affect children that have not been predisposed to violence
 * 8) video games will make violent children more prone to expressing their violent behavior,
 * 9) promote minors socially and can serve as a fast way to relax and de-stress
 * 10) buy games to have fun and not because we have feelings of hatred towards others
 * 11) Our society is one where there are multiple stresses and many chances for aggression to develop
 * 12) By playing, children can take out their pent-up aggression in a way that doesn’t harm anyone
 * 13) any violent thoughts are channeled into the video game
 * 14) As video games increase in gore, reality factor, and ability to capture feelings such as pain, more and more people have been saying that they are producing an adverse effect on safe societies
 * 15) crime rate among minors in the United States is at a 30 year low
 * 16) proves that crime-related violence actually is relieved by playing video games.
 * 17) Family life is the main deciding factor of how much violence a child is prone to after playing video games
 * 18) Children from some homes are exposed to it by parents/guardians, bullies at school, etc
 * 19) a drunken father has a better chance of inflicting violent ideas upon his child than a video game
 * 20) Video games are complex devices that have both benefits and negative consequences
 * 21) Causing and inciting youth violence is not among those consequences

__** Blake **__

History of Video Game Violence

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1. It is true that many of the popular games are violent 2. However there are also many popular games that are non-violent 3. Games such as Myst, Gran Turismo, The Sim collection, Pinball, Breakout, and Tetris are all popular games that contain little to no violence at all 4. Some people may question why there are so many violent games, and the answer is simple: Violence sells+ 5. People enjoy the action in violent games 6. The American audience craves violence and advertisers and producers create more violent games because it is apparent that Americans would rather play a violent game than something non-violent 7. There is no question that there is violence in video games, but exactly how violent are these games? 8. In the early age of gaming, violence was cartoonish 9. In games such as Wonder Boy and Space Invaders when you kill the enemy, they disappear in a cloud of smoke or a small explosion 10. When the hero dies, they simply fall off the screen or disappear like their enemies 11. At the time and with the current technology, these games were violent 12. TIPS FOR PARENTS: 1-Read the Box 2-Watch the game 3-Educate your child about violence and video games 4-Set time limits on gaming 5-Encourage your child to do other things besides playing video games. 13. CONS: 1-Over-dependence on video games could foster social isolation, as they are often played alone. 2-Practicing violent acts may contribute to aggressive behavior than passive television watching. 3-Women are often portrayed as weaker characters that are helpless or sexually provocative. 4-Game environments are often based on plots of violence, aggression, and gender bias. 5-Many games only offer an arena of weapons, killings, kicking, stabbing, and shooting. 6-More often games do not offer action that requires independent thought or creativity. 7-Games can confuse reality and fantasy. 8-In many violent games, players must become more violent to win. 9-Academic achievements may be negatively related to over-all time spent playing video games. 2. **Violent video games have a few things in common:** 1. They involve a constant hurting and/or killing of others. 2. There is no punishment for killing. 3. The more you kill the more you are rewarded. 4. The killing was almost always seen as justified.3. The U.S. Surgeon General C. Everett Koop once claimed that arcade and home video games are among the top three causes of family violence 4. There are many cases that would agree with Koop's statement about the negative behavior related to video games 5. However, there are also many cases that have found violence to have little to no negative effects on the people who play them 6. Some kids will play violent games and become violent 7. Other kids that play violent games and don't become more aggressive 8. With such a wide range of results, it is very difficult to analyze the effects of video game violence on the players 9. Older players know the difference between reality and fantasy 10. They know the differences between right and wrong 11. Females tended to be more stimulated than males 12. This is probably due to the fact that males tend to be more exposed to violence in general, making an increase in aggression more in females 13. A Stanford University study found that when third and fourth graders television and video game consumption were reduced to under seven hours per week for 20 weeks, their verbal aggression decreased by 50% and their physical aggression decreased by 40% 14. The most compelling argument condoning violence in video games comes from Lt Col. David Grossman 15. He spent over 25 years learning and studying how to enable soldiers to kill 16. Grossman used video games as a tool to enable soldiers to kill 17. Grossman stated that "Children don't naturally kill; they learn it from violence in the home and, most pervasively, from violence as entertainment in television, movies, and interactive video games. We are teaching children to associate pleasure with human death and suffering. We are rewarding them for killing people. And we are teaching them to like it." 18. Many video games sold in the United States are also sold overseas 19. If there is violence in the games played here, then there should be similarities to the violence in the games played in the US and the oversea played games that are the same