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美国社会学essay-暴力视频游戏与普通游戏对青少年的影响 A correlation between violence

论文价格: 免费 时间:2012-01-20 09:34:09 来源:www.ukassignment.org 作者:留学作业网

美国社会学essay A correlation between violence in video games and teen violence
Contents

1. Introduction
2. Influence of violent video games
3. Surveys and researches
4. The popularity of violent video games
5. The process of forming violence
6. Methods of prevention
7. Conclusion


Introduction视频游戏变得非常危险的现在作为他们的暴力和blood-thirst影响青少年的思想与行为。从4岁到45岁的人都喜欢视频游戏和他们的愤怒状态,、抑郁,甚至可以引发的侵略。统计表明,每隔两个孩子在他的早期青少年玩电子游戏和7%的儿童花一周30个小时打电玩。此外,这些游戏能使一个真正的成瘾和很难摆脱它。这样的游戏凡人的战斗,奇迹和售价,毁灭和其他人都充满了血液和谋杀,其主要目的是杀死了所有的对手。一个最新的和最流行的视频游戏是“25至生命”。在市场上广受欢迎的视频游戏是非常大的和成长的每一天。事实上,这个游戏是最残酷的暴力游戏不同,看起来像没有其他目的的准备和谋杀黑帮的人支付的。这样的游戏能给一个孩子呢?他们将如何影响他的内心世界吗?

暴力视频游戏的影响

把这样的视频游戏生产商生产的标签:“真实的暴力”和“暴力程度-不适合12岁以下的儿童”。那并没有阻止客户;相反的,这样的比赛是在一个很大的需求量。此外,店员将最有可能卖这样一个游戏的一个小孩没有任何犹豫。即使新的科技成果,这证明了电子游戏成瘾效果不停止partents他们心爱的孩子从买新的“血腥”游戏。

强相关性的本质的暴力视频游戏和他们的球员是追踪。结果的残酷的电子游戏是明显的,其结果不能没注意。残忍的玩笑引起残酷的行为,现在我们甚至有可怕的例子:在1999年两个男孩,埃里克·哈里斯和迪伦Klebord组织了一个Littleton——高中。结果13人死亡,受伤的和两个自杀23这些男孩。我们不能确定的目标和动机的男孩的行动,但这是已知的男孩子们的热情,gorier视频游戏叫“灭顶之灾。哈里斯甚至创造了他的网站,他把一个视频类似行动的游戏。在这个影片中,两个男人,穿上衣服,武装像末日的chracters视频游戏是手无寸铁的人大声喊叫。在不到一年的时间里,他们带来了他们的可怕的视频真实的生活。这个事实是可怕的和令人烦恼的交易。

视频游戏的影响是无法预测的,有些孩子感到沮丧和压力,有些人变得咄咄逼人的同时,也会带来心理的、情感的或甚至是身体上的伤害他们的环境。增加积极的攻击和青少年的行为导致的必要性的原因和方法找到它的中断。

调查和研究

Video games are becoming really dangerous now as their violence and blood-thirst affect thoughts and behavior of teenagers. People from 4 to 45 years are fond of video games and their state of irritation, depression and even aggression can be provoked by them. The statistic shows that every third child in his early teens plays video games and 7% of children spend 30 hours a week playing video games. Moreover, these games can cause a real addiction and it’s very difficult to get rid of it. Such games as Mortal Combat, Marvel Vs. Capcom, Doom and others are full of blood and murder, their main aim is killing all the opponents. One of the latest and most popular video games is “25 To Life”. Its popularity in the market of video games is very big and growth with every day. In fact this game is the most atrocious variant of violent games and looks like has no other aim as preparing gangsters and murders out of people who pay it. What can such games give to a child? How will they influence his inner world?
Influence of violent video games
The video games producers put such labels on their production: "Real-life violence" and "Violence level - not recommended for children under age of 12". It doesn’t stop customers; on the contrary, such games are in a great demand. In addition, shop assistant will most probably sell such a game to a kid without any hesitation. Even the latest scientific researches, which proved the addictive effect of video games don’t stop partents from buy their beloved kids new “bloody” game.
Strong correlation between the violent nature of video games and their players is traced. The results of the cruelty of video games are evident and its consequences can’t be left without attention. Cruel games give rise to cruel behavior and now we even have terrible examples of it: in the year 1999 two boys, Eric Harris and Dylan Klebord organized an assassination on High School in Littleton. The result is 13 men killed and 23 wounded and two suicides of these boys. We can’t determine the exact aims and motives of boys’ actions but it’s known about boys’ passion to gorier video game called Doom. Harris even created his web site where he placed a video similar to action of the game. In this video two men, dressed and armed like the chracters of Doom video game were shouting at defenseless people. In less than a year they brought their terrible video to real life. Such reality is terrible and frustrating.
Influence of video games is unpredictable: some children feel frustration and stress, some become very aggressive and can bring mental, emotional or even physical harm to their surrounding. The increase of aggressive attacks and behavior of teenagers led to the necessity of finding the reason and methods of its discontinuance.
Surveys and researches
Calvert and Tan (Calvert, Sandra L., & Tan, Siu-Lan, 1994). who compared the effects of different video games made a number of tests and researches in order to find out the influence of video games on the metal processes and feelings of teenagers. Finally, they found out that violent games influence the state of health very much: they cause insomnia, high blood pressure, disgust, giddiness, heart rate becomes higher. Teenagers who play violent games are oftener haunted by aggressive and cruel thoughts. The influence of nonviolent games is much weaker and doesn’t affect average level of our health. Another group of researchers compared second-grade boys playing aggressive and non-aggressive games. The first showed inadequate reaction and physical aggression to other objects. The third investigation was made by Kirsh (Calvert, Sandra L., & Tan, Siu-Lan). He quizzed third- and fourth-graders after playing violent games about literary characters. Student’s estimation of main characters’ behavior was more negative than before playing these games. A study made by Karen E. Dill, Ph.D. & Craig A. Anderson, Ph.D (Anderson, C. A. & Bushman, B. J.) ascertained the stronger influence of violent games than violent movies or TV programs because in the first case the person is an active participator of the game and it causes the increasing of aggression. Even brief passion for blood video games leaves an indelible trace in person’s life. The research was made between 227 college students with aggressive behavior. They all used to play violent games and depending on the time of playing the behavior was more aggressive. Playing video games affect the level of progress in studies. Low academic grades mean appearance of frustration and anger. Dr Anderson explored the effects of violent video games played for a short period of time. He made such a conclusion: "Violent video games provide a forum for learning and practicing aggressive solutions to conflict situations. It the short run, playing a violent video game appears to affect aggression by priming aggressive thoughts." (Grossman).
The results of all these tests and statistics show that violent video games form hostile attitude of children to other people and reality.
The popularity of violent video games
The increase of video games’ popularity can’t stay in shadow and makes worried the parents of inveterate players. In the rating of popularity video games occupy the second place after television, but their harm, especially of violent games, takes first place. More then a half of children and teenagers have video play stations or computers that give them an opportunity to kill and shoot in virtual reality and to transfer these negative emotions to real world. It is a common practice that parents’ rules concerning the computers playhours are less strict than according to TV programs and movies. It’s also known that parents extremely rarely control what type of video games their child plays and realize the existent danger of such dereliction. Eighty percent of video games are characterized by violent and brutal tendencies and in twenty percent the aggressive actions are aimed against women and even children (Grossman).
Surveys show that typical American boys who reached 18-19 years have already seen 40 thousand murders and 200 acts of aggressiveness. On the one hand it won’t be a deep shock for them if they confront such things in reality. On the other hand their hearts can so harden and get used to them, that will except them as normal situations or even worse – to resort to some acts of violence.
The process of forming violence
Influence and correlation between virtual and real violence was reflected in Lieutenant Grossman’s book, Stop Teaching Our Kids to Kill. The author, who is also a psychologist of Arkansas State University, examines the nature of the wish to kill. He explains it by the disappearance of sensitiveness. Person stops feeling disgust for murders and seeing repeated actions of violence get accustomed to them. Violent video games provide this habituation and Grossman has even invented his own games in order to teach soldiers to kill. Killing another person is not a natural action and it needs special training. According to Grossman program the soldiers of the Martine Corp use the cruelest versions of video games to be ready to kill people. They “are used to develop the "will to kill" by repeatedly rehearsing the act until it feels natural”(Grossman). So it’s even difficult to imagine what such games can do with unstable psychic of teens if they can influence grown-up soldiers.#p#分页标题#e#
Surrounding provokes violence in children. Children are not born to be violent but they can easily reach this state if we’ll continue to use the same methods of upbringing children and soldiers. The limited production or even prohibition of violent video games is necessary if we want the normal development of further generations. Everything that happens influences human thinking especially if the action is repeated and causes strong emotions. Just the same affect have video games.
Seeing cruelty every day in games children start developing immunity to real cruelty. At first violence is unnatural for kids and in games they accept it just as fun and kind of entertainment. Then the feeling of its natural origin comes. Such process is called “AVIDS - acquired violence immune deficiency syndrome” by Colonel Grossman. Violence is accepted by children as the main characteristic of the main character of the games and later they want to adopt this patterns to their own behavior.
It was found out that children with low self-certification and no power in the family are more influenced by the violent video games, trying to compensate the lack of something in real life. These games help them to find the way out and to feel masters at least in virtual world. Very often these children yield to temptation to take the same place in the real society. They know no other effective method but violence taken from the games. The role of violent character in role-playing games pleases young boys and girls, but these roles are not suitable for the real life, it’s not funny but harmful and dangerous. These powerful, strong, cool and violent characters turn into aggressive children that can’t control their emotions and behavior.
The child should see the world in bright and mild colors while violent video games portray it as something brutal, fearful and violent. So boys and girls in their teens are set against each other and the entire world. The American Academy of Pediatrics treats screen violence as a kind of disease being at the same level as cancer and smoking. It’s necessary to cure serious forms of video games’ dependence and now methods are working out. The Academy also advises to take a media history during check-ups at school.
Methods of prevention
Practically the only people who can influence the teenagers and enclose them from the violence of video games are their parents. The methods may be different depending on the character of the child. They can just make a list of forbidden things and violent video games must be on the first place. Another way would be to involve children in other actives that are useful, such as sport, singing, dancing and others. All teenagers have hidden natural capacities that need to be developed and realized. It will also raise their self-certification. Parents should discuss violence on TV and in video games and explain how harmful and dangerous it can be and allow playing only limited time weekly. Mothers and fathers should control what types of games their child plays and preview them. It’s necessary to pay attention to ratings: "EC" (early childhood), "E" (everyone), "T" (teens), "M" (mature), and "adults only," which are forbidden for people younger than 18 years. Caution is also very important because rating not always correspond with indications. There are also special labels: yellow or red labels suggest that game can contain violence, bad language or sexual scenes; green label signs that the game is suitable even for small children. Being closer with own children and sharing their interests and hobbies can help a lot. William Shakespeare mentioned it many years ago: “It’s a wise father that knows his own child.”
Conclusion
Violence children meet in everyday life turns to serious social problems in the future. Video games, becoming more and more popular among teens, are among the main sources, which give children the opportunity to meet violence. Unfortunately, in a rush for wealth, producers of video games forget about harmful and even dangerous effect of the repeated scenes of violence to the unstable psychics of teenagers.
Teenagers got accustomed to brutality and murders. What is more dangerous, they get active roles in the games, which can be even more dangerous than watching violent movies, where children get the passive role of observer. Such games are full of blood, broken bones, corpses and acts of violence and all this influence inner world of young boys and girls. Sometimes both children and grown-ups can’t differ reality from virtual video life and project the scenes of games into real life. New means and methods should be found out in order to oppose the destructive power of violence of video games.

Bibliography
1. Calvert, Sandra L., & Tan, Siu-Lan. (1994). Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observation. Journal of Applied Developmental Psychology, 15(1), 125-139. PS 527 971.
2. Irwin, A. Roland, & Gross, Alan M. (1995) Cognitive tempo, violent video games, and aggressive behavior in young boys. Journal of Family Violence, 10(3), 337-350.
3. Grossman Lieutenant Colonel David (1999). Stop Teaching Our Kids to Kill. Crown Publishers, New York http://www.ukassignment.org/mgessaydx/2012/0120/19246.html
4. Ballard, M.E., & Weist, J.R. (1966). Mortal Kombat: the effects of violent video game play on males’ hostility and cardiovascular responding, Journal of Applied Social Psychology, 26, 717-730.
5. Anderson, C. A. & Bushman, B. J. (2001) Effects of violent games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-358.
6. Griffiths, M. D., & Hunt, N. (1998). Dependence on computer games by adolescents. Psychological Reports, 82, 475-480.
7. Kirsh, S. J. (1998). Seeing the world through Mortal Kombat-colored glasses: Violent video games and the development of a short-term hostile attribution bias. Childhood, 5, 177-184.
8. van Schie, E. G. M., & Wiegman, O. (1997). Children and videogames: Leisure activities, aggression, social integration, and school performance. Journal of Applied Social Psychology, 27, 1175-1194.


 

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