Discussion
The results obtained from this research project supported my hypothesis and existing literature which is illustrated in the literature review, in relation to the influence of violent video games on negative behaviour towards women, specifically the video game “Grand Theft Auto”. I will now discuss the relevant literature which backs up my recent findings.
Within the gaming culture, there is prominent evidence of misogyny, but it is what creates or maintains this misogyny which is important. As discussed in the literature review, the video gaming industry is male dominated as they target white males as their main consumers, as a result this creates cultural gender norms within society. Rakow argues that “technology is a site where
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Although the individual may or may not accept these identities which are presented to them. These portrayals of gender norms within video games can affect the players attitude towards women and their expectations about the behaviour of women. This may have substantial consequences in relation to women obtaining gender equality with men in the future, as men will learn to believe that the acceptable roles of women include being weak, dependent of males, and subordinate. According to Bialeschki (1990), “By conforming to gender role expectations, young girls restrict their own potential because so many important skills and activities have been designated as ‘inappropriate’ for them” (Bialeschki, 1990:54). This is mainly due to gender norms which are presented to individuals within the gaming culture, this can have major consequences when it comes to the gender socialisation of individuals within society, as traditional gender roles wherein the female is viewed as subordinate are expected and rewarded. Therefore the portrayal of women as over-sexualised, objectified and subordinate to males depicts an inaccurate representation of female gender behaviour within video games. This can have serious implications within society as video games have become an agent within the development of identities in its players (Miller & Summers, 2007:734). Lande (1993), argues that individuals exposure to violence within video games may result in negative outcomes in relation to a small percentage of individuals who are deemed to be more impressionable and also vulnerable (Lande, 1993). Although it is only a small percentage of individuals in which this relates to, there can be significant consequences. Further action will have to be taken in the future with regards to the reduction or exclusion of gender norms such as the over-sexualisation,
In Carmen Tieu’s “Why Violent Video Games Are Good for Girls” she argues that playing violent, first person-shooter (FPS) games, typically played only by boys, can be beneficial for girls. FPS games, in her view, allow girls to “beat guys at their own games” (83). They also allow girls the freedom to play privately (without an adult, visual audience) heckling them about girls playing boys’ games. They can give girls a unique way of bonding with males, feeling like any other player instead of singling them out as a “girl.” Tieu also claims that playing FPS games gives girls the inside scoop on how guys act and what they think and talk about.
A it was a result by event A (401). Video games nowadays are all about violence, mature content, and suggestive themes. In “Is video game violence bad,” written by Christopher Ferguson, the author proposes there is no correlation between violent video games and
The article “Do Video Games Kill” written by Karen Sternheimer responds to one of the most sought-after question; are video games the cause for “young killers”? (220) Sternheimer believes the influence of video games on today’s youth maybe spiraling out of control. She focuses most of the blame on the media, politicians and the Juvenile Justice System. Sternheimer suggests that there are other factors to blame for violent behavior: poverty, the neighborhood, unemployment, family violence, divorced parents and mental illness (218). While juvenile crimes have declined, and personal backgrounds effect actions, it cannot be proven that video game violence has no to little effect on America’s youth.
A multi-million dollar lawsuit was filed in Alabama against the makers and marketers of Grand Theft Auto, claiming that months of playing the game led a teenager to go on a rampage and kill three men, two of them police officers, according to CBS news. It seems like today the media is determined to box everyone who plays video games into psychotic criminals. But the truth is, that despite the negative one-sided picture the media tries to paint in regards to video games, there are also proven benefits. Will Wright claims in his article “Dream Machines” that video games have positive effect on players. Wright uses powerful vocabulary, examples, and his knowledge of video games to persuade his audience that games have many positive effects on players.
ideo games have been a popular past time among boys for many years. However, most recently a major change has occurred; the number of females in a virtual world previously dominated by the opposite gender has increased 6% since 2006 ( ). With this, many difficulties ranging from discrimination to threats have been brought to the world’s attention by means such as Brooke Ross’ “Game Changer,” an article that focuses mainly on the characters in these games. She also comments on other dilemmas that girls might face as they venture into the world of gaming. Ross makes her points by using statistics, praise, and “hot button” phrases in an effort to persuade us that these problems are real and should not be ignored any longer.
Thus, many boys grow up immersed in gaming while girls are left out. This exclusionary culture within the gaming industry is a significant factor in hiring predominantly young males passionate about gaming. Despite the pipeline model's efforts to decrease discrimination in the game industry, minorities continue to face numerous obstacles when entering the sector. There is already an overall lack of diversity in the industry due to a lack of women and minorities who share a similar passion for gaming, but the few minorities who do break
(Brake, 1980) In our topic, those people who work hard are culture. Gamers who play video games as daily routine are subculture. “Gamers” is an worldwide issue which worth to discuss.
Are video-games a sport? In recent years a pressing topic that has surfaced, especially among parents to children involved in such activities. I am of the belief that they are as real of a sport as football and hockey and that professional gamers should for all intents and purposes be considered athletes. And I write this in hopes of convincing even the most stubborn of reader that video games are, in fact, a sport.
Violent Video Games The culprit? While video games certainly have a decorated history of violence, they have been unfairly attributed for real life violence for way to long. Games with violent undertones have been in existence for nearly forty years. Attempts are continually made to focus on the violent effects that these video games supposedly have on players of all ages.
Social scientists have been specifically studying the influence of video games since the 1980’s. As time has gone on, video games have gone from harmless Pac-Man to games specifically made for killing people and remake a digital version of war.
A recent content analysis by the research organization Children Now shows that a majority of video games include violence and about half of the violent incidents would result in serious injuries or death in the "real" world. Claim1 Research involving British primary schoolchildren found that the length of time young people spend playing games, rather than their content, could have an effect on their behavior or school performance. But it concluded that fears that generations of young people are growing up with their development impaired by exposure to violent video games are no more likely to be borne out than previous “moral panics” over television and other media. Playing one-player games is not always negative if you do it moderately.
There are games that literally replicate and give people the ability to score points for doing the very same thing that these students are doing inside schools, where you get extra points for finishing someone off who’s lying there begins for their life.” ( 6) There are several ideas that say young people benefit from these violent video games “Surprisingly, playing video games can help our physical, mental, and emotional health.” It helps them to improve hand eye coordination and thinking ability. These benefits are not worth the risk of being influenced by violent video games. (7) All in all the research and officials say that violent video games affect how children, teenagers and young adults act.
Video games education is a method of teaching by using electronic games as the learning material. Teenagers from fifteen to eighteen, who have been called as “K-20 students” [1] or Net Generation since mid-1990s, playing video games as pastime leisure and expose to digital multimedia more often compare to the older generation. The issues of implementing video games education has been the subject of debate within education and sociology communities due to its appeal to contemporary students. Discussion among sociology scholars focus on the aggressive behaviour and hostility of youngsters who are involved in a video game in a great length of time and a specific type of games [2]. However, some academics argue that video game becomes an interactive learning platform of social education, especially with players verses players (PVP) games.
Do Video Games Promote Violence? Does virtual violence lead to actual violence? As we all know at this age of sophisticated technology and information, children are more exposed to video gaming compared to the past decades. As a result, video gaming industry has gained tremendous growth since coming into the market in the 1980s. This is because of the increased number of its consumers, especially children and teenagers.
In our time, technology has become one of our essential things in life; specifically video games. Video games are electronic system used to run games. They involve human interaction specially teenagers. Many researches have been done on the effects of video games showing that there is positive and negative impacts. As we know not all video games contain violent contents, but most of them are violent and mentally dangerous.