University Sociology Essay: Violence in Video Games and Its Effects

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This sociology essay examines the extent to which violence in video games impacts individuals. The paper discusses the aggressive behaviors exhibited by players, the rewards systems in violent games, and the potential for imitation of violent actions. It explores how prolonged exposure to violent video games can lead to increased aggression, changes in attitudes, and a tendency to use violent methods to solve problems. The essay cites research on the cognitive and emotional effects of this exposure, including the potential for desensitization and a lack of emotional reaction to violence. In conclusion, the essay argues that the harmful effects of video games on user behavior are evident in the aggression they create and the potential for this aggression to impact real-world behavior.
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Running Head: SOCIOLOGY
Sociology
Name of the Student
Name of the University
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2SOCIOLOGY
The paper seeks to elucidate in details the extent up to which the implication of the
violence as they are being exhibited in the course of the video games cast a violent impact on
the lives of the individuals. In terms of the violence as they have been exhibited in the violent
video games have been noted in the facts and the questions that has been kept un answered in
the course of the discussion revolving the impact that it has created on the users of the video
games (Greitemeyer). Though the prolonged period of concern made it appear that the
concern for violence should have got over by the earlier period of research the involved these
areas. The current concern is with the violent videogames that had entered the market by the
beginning of the century and is continuing till the current time. The active participation of the
children and the users in general in the entertainment as perpetrated by the video games
(King).
The reward as put forward by the video games is concerned with providing the
players with rewards for indulging in a violence with the bystanders as well as the police and
the other innocent people who might have been harmed in the run. The usage of cars to run
over people as well as violent attributes have urged users to indulge in an use of amenities
and weapons in order to indulge in the violence in a more effective manner (Ferguson and
Olson).
The exposure to the aggressive behavior is capable of bring out aggressiveness in the
behaviors for a number of factors that has impeded the way of the their attributes. Along with
that their has been a change in the attitude in the attitude with an increase in the aggressive
affect. The aggressive behavior had been made in the cognitively. The effect of the violence
in the video games have been noted in the increase in the general arousal of the users
regarding the usage of the video games. There has been a tendency of the imitation of the
behavior of the users with the video games that they use to indulge with.
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3SOCIOLOGY
A repeated exposure to the aggression and the violence of the video games have been
noted in the fact that it has been noted to create more positive attitude of the users in their
usage of the aggressive behavior in order to find solution to the aspects that involve them.
The exposure to the violent attributes have made them use violent methods and disregard the
usage of the non violent methods. The impact of the violence in terms of the longer effects
has been noted in the fact that the users lack in their access of the emotional reaction has also
been noted in their usage of the violent methods and aggression as a solution (DeCamp and
Ferguson).
Therefore, in conclusion it can be stated that since the arrival of the video games in
the domain of the media and entertainment, the harmful effect of the same has been noted in
the aggression that it creates in the general attributes of the users.
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4SOCIOLOGY
Works Cited
DeCamp, Whitney, and Christopher J. Ferguson. "The impact of degree of exposure to
violent video games, family background, and other factors on youth
violence." Journal of youth and adolescence 46.2 (2017): 388-400.
Ferguson, Christopher J., and Cheryl K. Olson. "Video game violence use among
“vulnerable” populations: The impact of violent games on delinquency and bullying
among children with clinically elevated depression or attention deficit
symptoms." Journal of youth and adolescence 43.1 (2014): 127-136.
Greitemeyer, Tobias. "The spreading impact of playing violent video games on
aggression." Computers in human behavior 80 (2018): 216-219.
King, Daniel L., et al. "The impact of prolonged violent videogaming on adolescent sleep:
an experimental study." Journal of sleep research 22.2 (2013): 137-143.
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