Sunday, May 5, 2019

Video games Essay Example | Topics and Well Written Essays - 750 words

Video games - Essay ExampleInfamous events have created widespread debates regarding the negative consequences of goggle box game violence. For example, a national discussion began regarding what connection television system games may have had to the 1999 Columbine advanced School massacre. Though many motivations were likely involved, it is not reasonable to identify precisely what motivated these teenagers to jerk their schoolmates and teachers moreover violent idiot box games were mentioned as a contributing reason. With enhanced realism and the increasing intention towards greater amounts of graphic aggression in games, people who play violent video games should be improve to the possible consequences. When video games first appeared around 35 familys ago, they were simple and on the face of it harmless. Atari introduced Pong during the 1970s, a video game version of table tennis. Arcade games such as Pac-Man and Asteroids were popular in the 1980s. The seemingly harmle ss nature of video games noticeably evolved to cartoon-like ghost chomping to blatant violence in the 1990s. deadly Kombat, the about popular game of 1993, featured accurate portrayals of human-like characters fighting bloody battles. The purpose of the player in the game, as the name suggests, was to kill the enemy. Violent games even more brutal than Mortal Kombat dominate the video game market today. Near the end of that 1980s, a study tested 33 of Sega and Nintendos most popular video games determined nearly 80 percent were violent. (Dietz, 1998). The study also revealed that a affect one-fifth of the games portrayed violence towards women. It has also been demonstrated that play violent video games encourages the tendency of experiencing strange thought patterns by means of the semantic priming process. Current studies reveal that hostile behaviors occur during controlled studies utilize independent scientific methods and in daily life circumstances as well. The playing o f violent video games unquestionably was associated with an increase of violent behavior. Other studies were conducted which considered the video game patterns of university students throughout their four year travel which demonstrated that when in a normal, dorm-room surroundings, playing violent video games over a four year period was the initiating factor in incidences of bellicose behavior. This increase happened, not just when playing of the game but during other aspects of their lives too. Both studies revealed that violent video games negatively affected a persons veritable emotional condition and increases feelings of hostility. The similar findings of these studies give added credibility to the contention that exposure to violent video games promotes aggressive behavior. Though the inclination for increased violent behaviors cannot be scientifically proven on the basis of devil studies, this evidence corroborates the results of similar research. (Calvert & Tan, 1994). W hen playing a video game that uses first person interaction, the player typically chooses a character whose personality the player identifies with. By manipulating the action of their character a player unremarkably tries to visualize the game from their characters perspective. The player becomes that character, which enhances the players enjoyment of the game. Anyone who has seen two teen boys, or their fathers, playing video games has witnessed them envisioning they are the character that they are controlling. The second rationale entails the

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