In this essay, I will be analysing the article by Christopher Ferguson entitled Stop Blaming Violent Video Games. Video games have been at the front of social and political controversy since their popularity increase in the early 1990's. With the use of scientific research data, and the common misconception that society makes in connection with violent video games and young adults committing aggressive crimes. Ferguson demonstrates a clear and concise argument to the fallacy of video games being linked to heightened aggressive behavior and violent tendencies.
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.
Sternheimer begins with introducing us to a “first person shooter” game called “Doom”(214). With this multi-billion dollar game industry rising, she points out that there are three school shooting cases that the press emphasizes the shooters being “video-game experts” (215) to the game Doom, only making the “critics’ predictions” (214) about video games come true. Sternheimer begins by explaining how video game violence has become “folk devils” (214). This term allows media and politicians to “channel the blame and fear to remedy what many believe to be a growing problem” (214). Politicians are one of the main factors in targeting video games as the leading cause of violent behavior in teens, according to Sternheimer.
After reviewing the game Far Cry 3 I have concluded that the race representations in the game are very unfair and stereotypical. I have done some research on video games in general and all of the articles that I found point to the same conclusion that representation of race in video games is really bad. The three main critics I will be reflecting on are Ds’s article called Representation: Race, Ethnicity and Gender in Video Games and Video Gaming Culture, Stephen Shoemaker with his article Researcher examines racial and gender representation in top 50 video games. Racial representation in video games is a big thing in all games not just in Far Cry 3. In most video games there are the main character who is most likely white with other white
HW8: Exploration for Paper 4 In his article "Violent Media is Good for Kids," author Gerard Jones claims that violent media, a category that includes video games, has positive aspects. Jones believes, “’creative violence’—head-bonking cartoons, bloody video games, playground karate, toy guns—gives children a tool to master their rage”(Jones para.12). Video games have been played for almost fifty years, and while they have become much more violent in content in the last decade or so, research shows that the adolescent crime rate has actually dropped almost fifty percent since 1995 (Thierer para. 3). This suggests that perhaps violent video games may not have as negative of an impact on children as some suggest and can actually be seen as the
Big Hero 6 Most people walk through life checking off boxes which coincidentally identifies their ethnicity. However, the box check is often flawed because the majority of people living on this globe are made up of more than one racial or ethnic group. Moreover, many people's appearance don't line up with their racial or cultural group that they most identify with. Big hero 6 breaks the racial mold and the film evaluates racial representations in cinema, reminding film scholars that dominant ideologies regarding race are often as naturalized and entrenched in media as they are in society (Kelts).
Another case who was perpetrated by the influence of the media was, the mass shooting at the screening of the Batman movie in Colorado in July, 2012 with a result of twelve dead and fifty nine injured people, “James Eagan Holmes as he identifies himself as the JOKER all this has reignited debates in the psychiatric community about media violence and its effects on human behavior”. (Blair, J. 2014 p.39). Adam Lanza, 20 years young, shy, antisocial and a fan of ultra-violent video games, went to his mother's room on Friday morning and killed four bullets as she slept. Then he loaded a semiautomatic rifle, three pistols and several magazines, and went to primary school, where he killed 20 children six and seven years and six adults, before taking his own life when he was surrounded by police, at Sandy Hook Elementary School in Newtown, Connecticut, on December 14, 2012. During recent years, the video game industry has boomed, as video games of all kinds have become very popular among young people. Several recent studies suggest that playing violent video games leads to both short-term and long-term increases in aggression-related outcomes for game players, for example, Anderson and Dill (2000) found a correlation between violent video game play and several indices of aggression, including delinquency and self-reported aggressive
What we see in the movie is not what we see in real life. So does Hollywood really represent every ethnicity and stereotypes that the majority of the viewers agrees with? Stereotype creates more harm than good because they can influence so many minds. Even though we might find it funny and laugh that their strong accents or their strange culture, traditions, many Americans believe that Asians have an easy face because they get the best jobs and cars, but even this is a stereotype because not all Asians are having the best jobs or cars. Some Asian have the same struggles that many other races, face living in America being whitewashed in Hollywood.
A bully is defined as someone who uses his or her personal strength to make others feel weaker. In multiple cases, video games have been found in the houses of bullies. It is thought that bullies use the video games to simulate what they want to do to other children. If the bully gets obsessed enough, he/she will go out into the real world and use the new skills learned on actual people. In 2011, there was a game released with the name Bully.
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.
Violent video games have been blamed for everything from bullying to school shootings. Critics of these video games believe they cause people to commit violent acts in real life. These critics, mainly comprised of parents and other responsible adults, don’t agree with what the video games portray. Others say the video games cause less violence and are an outlet for anger and stress. Although violent video games have violent actions in them, teenagers should be able to play violent video games because there isn’t enough evidence to prove they make teens more aggressive, it could prevent violence, and violent video games are a fun and relaxing way to relieve stress and anger.
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.
When you hear the word “gamer” what do you imagine? Most people would imagine a grown man in a dark basement, which happens to be his mother’s, eating Doritos and drinking Mtn. Dew. I’m sure this happens, since the stereotype had to come from somewhere, but gamers come in all shapes and sizes, and they all have different personalities and preferences when it comes to how they play their games. I have been playing video games for as long as I can remember, and throughout my years of playing I have encountered very different ways people play the same games.
GAlmost every moment of everyday, children are exposed to new technologies, new games, new TV shows, and other forms of entertainment. One of those are the YouTube videos, being the gameplays –the type of videos that explicit explain the characteristics of a video game, the plot, the way it can be played, some tricks and other special effects- one of the most popular among young generations; yet, are this new generation of children safe while drowning in technology and information? If so, what are the effects of this type of entertainment into the children’s brain? As exploring into this new form of entertainment, it was found that some of the colors used in this particular type of videos play a crucial role into the stereotypes created by