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Violent Video Games and Increased Aggression - Essays

Violent Video Games and Increased Aggression

"Get over here!" The angered and scratchy voice bellows from deep within the strong, mean-spirited ninja. The ninja throws forth a blade that is fastened to the end of a long, black rope. The sharp point of the spear pierces the skin and takes root deep within the stomach of a screaming, young woman. Blood splatters from the impact, and the ninja forcefully retrieves the blade by pulling on the rope to which it is attached. The shrieking, young woman is lurched forward, attached still to the steel blade and without the ability to defend herself. Currently, she stands paralyzed and helpless at the hands of her attacker.

Who could be behind the red, faded mask of this ninja? What human ...

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how is this going to affect our children? We have PlayStations, GameBoys, Nintendo 64s, Sega Dreamcasts, PCs, and more. All of these mediums offer people of all ages, including children, access to interactive, violent experiences such as the one depicted above. From the media's favorite example Doom to lesser known, much more violent games such as Acclaim's first-person shooting game Turok 3, video game violence is more prevalent than ever. The biggest concern when it comes to video games of this nature is if having them available to younger audiences will lead to real-life problems. More specifically, can and does video game violence increase aggression in young children.

There has been much debate on this subject, largely between researchers against the media's availability and possible influence and the game players who feel the connection simply doesn't exist. To answer the question, we'll look at both sides of the issue, and hopefully come to a middle ground. We will begin ...

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but for the media in general (Lacayo, Rainert 2). For Noam, children of young age are very prone to increased aggression through violent video games.

Journalist Bernard Cesarone agrees that violent media can increase aggression. Cesarone sites researcher studies on television violence that suggest a 3 to 15 percent increase in aggressive behavior after viewing violent programs (Cesarone 2). Specifically, a recent study conducted in 1993 by the American Psychological Association closely backed up those very findings (Cesarone 2).

Scientific research and studies aside, the idea that video violence can increase aggression is easily supported through the experiences of many young gamers. ...

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PAPER DETAILS
Added: 4/15/2011 09:21:14 AM
Submitted By: bpeg110
Category: Technology
Type: Premium Paper
Words: 2954
Pages: 11

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