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GAME OVER FOR VIOLENT VIDEO GAMES

It has been argued that because it was not what the well planned out. He also
violent video games like game was made with the did his own research and
Grand Theft Auto and Call intention of doing. noticed that when the sales
of Duty have caused of violent video games have
violence in the people who In 2013, an 8 year old boy been at their highest,
play them. Grand Theft Auto from Louisiana shot his 87
is a game where the player year old grandmother in the lowest level in 40 years
earns points by doing head after playing Grand according to government
things like causing death, Theft Auto on his statistics. Most previous
destruction, stealing cars PlayStation. Doctors, research that had been done
etc. Call of duty is a game psychologists and on violent video games,
where the player has to credentialed experts have
shoot other people to earn
points. In a report by the account real life
American Psychological situations, for example,
Association Task Force on
violent media it was found family, up-bringing,
that research demonstrated surroundings.
a consistent relationship
between violent video game There are many different
use and increases in responses to these types of
aggressive behaviour, video games.
aggressive cognitions and
aggressive effect, and a NEGOTIATED- A negotiated
decrease in pro-social response would be if
behaviour, empathy and someone understood the
sensitivity to aggression. intention and the preferred
response but chose to act
Anders Breivik, a Norwegian differently. For example,
mass killer claims that he Anders Breivik understood
had used the game Call of that the intention of COD
Duty to train himself how all agreed that there is a was just to be a game,
to kill 77 victims. He however he used it as a
claims to have used a of the video game and that teaching methodfor using a
he shot his grandmother. gun.
Psychologist Brad Bushman PREFFERED- The preferred
said that there is a chance response is the response
of Duty) consists of many that the creators of the
hundreds of different tasks improved through spending game intended. For example,
and some of these tasks can lots on time on video
be compared with an attack, games. would have been a high
number of sales with no
used by many armies One experiment, which has negative outcome, like the
been done to test this violence which has said to
very good for acquiring be caused by it.
experience related to is OPPOSITIONAL- An
experiment they showed oppositional response. For
be argued that this is an children a video of a women example, when Grand Theft
example of the uses and hitting, kicking, punching Auto was created, the
gratifications theory as he and throwing around a bobo response which sprung to
used these videos games to doll. They then let the attention was the violence
help him improve his aim. children play with a bobo it was causing. The young
This was an oppositional doll. They found that the boy who shot his
response to the game children copied what they grandmother apparently due
had seen in the video and to playing too much GTA was
were hitting, kicking and an oppositional response to
punching the doll
themselves. Some children the creators wanted to
even picked up a toy gun happen.
and hit the doll with this. PARTICIPATORY-A
Scientists noticed this and participatory response is
said that the increased where the audience gets
exposure to violence caused involved and shares their
the children to become more opinion on the relevant
interested in guns/ media often through forums
weapons. or social media. An example
of this is a twitter page
Christopher Ferguson, a called @MomsAgainstGaming.
psychologist from America This is where mum s can
strongly disbelieves that talk about video games and
video games and violent share their opinions on
behaviour are linked. He them.
says that the research for
Overall, I think that
violent video games may
have some influence on
youth s but overall it is
not a leading factor of why
children can be violent. I
personally think that it
has a lot more to do with
their mental state,
upbringing and
surroundings than the games
they play. For example, I
would agree if it happened
to every child that played
these games, however it is
only a select few, and
generally those few have
had some sort of trauma or
come from a rougher area/
family.

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