Wednesday, May 15, 2019
Video gam Essay Example | Topics and Well Written Essays - 1250 words
Video gam - Essay ExampleThis essay will explore these parameters and absorb a conclusion as to the effect that cutthroat video games has on society. Markey and Markey (82) studied how aggressive tendencies king be mediated by personality. In otherwise words, there atomic number 18 certain personality types which atomic number 18 more affected by video games than other types. For instance, individuals who score risque on tests that measure psychotic person or antisocial tendencies lack of sympathy, aggressiveness, unfriendliness, untrustworthiness, lack of emotion, paranoia argon more likely to experience higher levels of aggressiveness and aggressiveness after exposure to violent video games (VVG) than those who do not have these tendencies. This holds true with other forms of media as well, such as violent movies the psychotic men, after seeing a violent film, is oft more likely to state that violence is an acceptable way of resolving conflicts than men who do not scor e high on tests measuring psychotic or antisocial tendencies. When these same men are exposed to pornography, they are much more likely than men who do not score high on psychotic or antisocial tendencies to report that they are more likely to rape a woman. ... ily upset, angry, emotional), not agreeable (indifferent and cold) and had low conscientiousness (not keeping promises, acting without thinking, etc.). The researchers concluded that, despite the fact that there is a prevalence of VVG, incidents of violence are relatively rare, therefore there has to be something more that compels these heap to violence much like the fact that, for the majority of the population, peanuts will not cause a reaction, but, for some, they are deadly, VVG are deadly for some, but, for most, have no effect (Markey and Markey, 86). Anderson & Bushman (353) conducted secondary research through PsycINFO, looking at the following terms video and game and fight, aggression, violence, hostility, anger, arousal, and prosocial. They looked at different studies that looked at the above tendencies, and tied these tendencies to violent video games. They found that the results of these multiple studies showed that exposure to violent video games posed a public wellness threat to children and youths, which includes college-aged individuals in this analysis. They found that exposure to violent video games decreased pro social behaviors and increase aggression in the participants. That said, they admitted that they needed to review more longitudinal studies, and that violent video games might genuinely be useful, if these games can teach the game players about nonviolent solutions to social conflicts. Another study conducted by Sacks et al. (1) also suggests that video games might do harm to children. They looked at the amicus curiae briefs that were filed in Brown v. enjoyment Merchant Association, 130 S.Ct. 2398 (2010). They looked at which of the briefs were more persuasive, looking at the quality of the experts who wrote the briefs
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