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person or third-person. The context of violent stories also vary along dimensions of realism,
involvement, excitement, how violent begin and end, whether they are presented in an erotic or
humorous context. All of these issues have been studied thoroughly by the researchers in order to
understand the variations in the nature of violent video games. Violence has always been the main
issue in the media but never in the video games. Some even said that the violence in video games
would have no effect on the player regardless of the degree of violence in a video game because
they tend to focus on the game's mechanics and its object, rather than its violence.
Similarly, some gameplay features were censored for the Australian and New Zealand versions of the
game, though these censors were subsequently removed. Several crimes that were committed
following the game's release, such as murder and sexual violence, were attributed to the
perpetrators' experience with the game, generating further controversy. Grand Theft Auto IV has
been widely criticised for its depiction of violence and murder.
of newspaper articles on shootings of children dating back to eighteen nighty one. However, the
theory of the hypodermic needle could show that Lanza was in fact a passive audience when playing
call of duty he was in fact addicted to the game. This could mean that the violent images of
imaginative characters being killed in a horrific way was seen as normal due to Adam being
desensitized with the explicit images as he played this game for a long period of time a day. Alexis
may have seen this activity as normal and carried it out in his shootings.
Furthermore, some researchers argue that the inherent structure of violent video games limit young
peoples abilities to develop perspectives of victims and does not encourage affective sympathy in
children, as any negative effects of being harmed or killed in the games are minimised ignored, or
even rewarded. Studies carried out by my own research team have also shown that young people
who play violent video games report less concern for victims of crime, and attribute more blame to
the victims of crime.
Furthermore, it can be said violence depicted in video games is computer generated characters,
whereas violence in television shows can often be real life. Contrary to these arguments, video
games are indeed beneficial because they develop the minds of children in a way that school does
not, it can expose them to cultures around the world and equips them mentally to deal with real life
situations.
It can be concluded that video games are a form of entertainment which is not in many ways
suitable for children and teenagers. This assessment is based on a number of negative consequences
that excessive video gaming causes. Young people who spend an inexplicable sum of hours playing
video games are observed to be prone to sight loss and obesity. In addition, they tend to be more
aggressive than their peers who do not play video games, and they experience difficulties with social
adaptation. Also, video games can lead to addictions that are no less serious than alcoholism or
narcomania, as evidenced in recent media stories reporting on deaths among inveterate video
games. This collection of facts contributes to the negative evaluation of video games as an
unwholesome activity for children and teenagers.