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Professor Craig Anderson conducted a study with 257 college students to see if playing violent video games causes players to become less sensitive to real-life violence. He found that those who played violent games were less distressed by footage of real violence compared to those who played non-violent games, supporting the idea that exposure to media violence can desensitize people. However, others argue that video games do not influence behavior and may even reduce real-world violence by providing an outlet. While some studies show links between violent media and behavior, the issue is complex with many potential contributing factors.

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0% found this document useful (0 votes)
67 views4 pages

Magazine

Professor Craig Anderson conducted a study with 257 college students to see if playing violent video games causes players to become less sensitive to real-life violence. He found that those who played violent games were less distressed by footage of real violence compared to those who played non-violent games, supporting the idea that exposure to media violence can desensitize people. However, others argue that video games do not influence behavior and may even reduce real-world violence by providing an outlet. While some studies show links between violent media and behavior, the issue is complex with many potential contributing factors.

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playing the game, they made them

watch footage of real-life scenarios


involving violence, whilst keeping track
of their stress levels. Each participant
had different reactions, but Professor
Craig Anderson has found that those
who played non-violent games became
more distressed (causing their stress
levels to rise) by what they saw. But the

Video games have been around for


many years and have
been
popular
amongst people of all
ages. However, there
have been recent
concerns on whether
it can affect the
health/mental state
of those who are
continuously exposed
to the violence that is
portrayed
within
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various games.
url=https%3A%2F%2Ffanyv88.com%3A443%2Fhttps%2Fwww.emaze.com%2F%40ALFCLRRL%2FDoes-GamingAffect&psig=AFQjCNH7PbFOxUhh4Jns_LywFqGe0AIVOg&ust=1452637536286585

In the past, there


have been incidents where people have
blamed the media for their actions,
mostly video games. An example of this
is the Sandy Hook Elementary school
shooting, where the perpetrator (Adam
Lanza) shot and killed 20 children and
6 teachers. It is clearly mentioned in
various sources that Adam was an avid
player of violent video games and
obsessed with homicide. Prior to the
shooting, Adam was very fascinated
with mass murders and would often
talk about violence and weaponry
throughout his online posts. Were the
video games a key cause of why this
man did what he did?
Nevertheless, Professor Craig Anderson
from The Ohio State University, has
conducted
a
test
with
257
college/university students; to see if
playing violent video games causes the
participants to become less sensitive to
real-life violence. Some of the
participants played violent games,
while the rest played non-violent
games. After each participant finished

stress levels of those who played


violent video games barely increased at
all. Professor Craig Anderson says that
this shows, those who constantly play
violent
video
games
become
desensitized to blood, gore and
weapons in the real world.
The results of this test, backs up the
Hypodermic Needle Model. A theory
that
says
the
media
influences/manipulates
the
way
consumers behave and react. Its clear
from the reactions of the test
participants that being exposed to
violence within media can numb down
the feeling of shock that an average
person would feel when witnessing a
violent scene.
Despite this, people like Chris Ferguson
from Stetson University, think the total
opposite of what Professor Craig
Anderson has found. He thinks that
playing violent video games actually
decreases violence in those who often
play. They call this: The Routine
Activities Theory. This means that

those who stay indoors playing video


games have less opportunities to go out
and commit crimes in the real world,
so in a way playing video games can
distract those who may show violent
behaviour and help them take out their
anger by killing virtual characters
within the video game, rather than
going out and shooting real people.
Chris Ferguson has said that there are
many other contributors to why people
go out and commit mass murders, like:
Family background, mental health and
Poverty. But apparently the media fails
to
address
this.
Video-games
Journalist Leigh Alexander said about
the media: Its biased, news on
violence may be more exciting than
news on something positive., this is
why they think the media are blaming
acts of violence on video games,
because positive news on video games
wont grab peoples attention like
negative news would. People have said
similar things about the Hypodermic
Needle Model, suggesting that the
governments are using the concept of
this theory as a way of cutting down
the amount of time people spend
playing video games, so they can
instead use this time to study or look
for a job. This is apparently a scaretactic that is used to shock the
consumers and make them stop
buying/renting video games in order to
prevent any repeats of tragic incidents
that are linked to videogames (and
other media formats too). With
videogames out the way, people then
have more time to help boost the
economy which is exactly what the
governments would want.
Chris Fergusons view on video games
supports the Uses & Gratifications
theory which is basically the opposite
of the Hypodermic Needle Model. It
suggests
that
consumers
have
complete control on what media they
consume and for whatever reason. This

means that a person who plays a video


game depicting violence, has a choice
of whether to copy what happens in the
game or carry on with their lives as
ordinary people. This also suggests
that its the people who seek out the
content they want, if they want
something thrilling and exciting theyd
play an action game. If they wanted to
play something fun and friendly, theyd
go and buy a game that suits their
tastes. So this could mean that those
who buy and play violent video games,
know that they can handle the content
and therefore only play for the
achievements/rewards or whatever the
outcome of the game is.
However, this theory hasnt escaped
criticism either. It has been said of the
Uses & Gratifications theory that it
takes the power of media too lightly,
dismissing any responsibilities that
producers have over their products.
This means that if there is any incident
involving the content of a video game,
the producers will be let off the hook
due to this theory and what it suggests
(which is that violent/overly sexual
video games have absolutely no
unconscious influence on peoples
behaviour AT ALL). And also, if
consumers
picked
content
that
satisfied their needs. The media would
be able to pick up on what they
preferred and alter media-products to
attract their attention. This would still
count as a way of controlling the
masses.
Not only are video games possibly
influential,
they
can
also
be
educational. Take the game Minecraft
for instance, its been used in schools
to help young children express their
creativity. But some video games have
crossed the line, when it comes
educating the younger generations.
Introducing topics like: Drugs, sex and
violence in a graphic manner. Some
games lead the player to kill other

characters, others let players recreate


drug-dealing scenes and of course
theres those that display sexual
content deemed too explicit.

detail. I witnessed a characters


testicles literally pop under the
pressure of an uppercutand that
was in only my second fight. You
can see here, how graphic the violence
is, so going with the Hypodermic
Needle Model - if this was to land in
the wrong hands (the hands of an
impressionable young child, to be
exact) then this could give them the
idea that violence is rewarding (Since
Mortal Kombat finishing moves are
what the players are rewarded with
after defeating their opposition).

When Mortal Kombat was first


published in 1992 as an arcade game
and the first title of the Mortal Kombat
Series. It was an instant hit with its
unique five-button scheme and the
now infamous endings which included
the gory finishing moves. Since then,
there have been several other releases
including: Mortal Kombat II, Mortal
Kombat 3, Ultimate Mortal Kombat
3, Mortal Kombat Trilogy, Mortal
In the summer of 2013, Heather Trujillo
Kombat
Mythologies:
Sub-Zero,
and her boyfriend Lamar Roberts were
Mortal Kombat 4, Mortal Kombat
both charged with child abuse which
Gold etc. But with each new
resulted in the death of 7 year-old Zoe
release/spin-off/side-project
the
Trujillo (Heathers younger sister).
goriness has definitely improved and
According to the two convicted teens,
possibly even increased. But is this
they were imitating the Mortal
too much? It was in fact, Mortal
Kombat game, and play-fighting the 7
Kombat that was one of the reasons of
year-old. Heather who was 16 at the
the Entertainment Software Rating
time, had said at one point Lamar
Board
(ESRB)
began hitting
being
Zoe
introduced,
repeatedly.
these are those
She
asked
big letters you
him to stop
see on every
but he carried
official
game
on beating the
cover. There are:
girl,
later
EC
(Early
stating I was
drunk.
Childhood),
E
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(Everyone),
ahUKEwiz3ozU6aLKAhVCvRoKHQjJDTYQjB0IBg&url=https%3A%2F%2Ffanyv88.com%3A443%2Fhttp%2Fwww.gamingtruth.com%2F2013
If a 16 and 17
E10+ (Everyone %2F01%2F13%2Fviolent-video-games-theyear-old
scapegoat%2F&psig=AFQjCNH7PbFOxUhh4Jns_LywFqGe0AIVOg&ust=1452637536286585
over 10yrs), T
started
(Teen), M (Mature) and AO (Adults
mimicking what happens in Mortal
Only). The tenth instalment of Mortal
Kombat, what effect would these video
Kombat (Mortal Kombat X) has had
games have on children whose minds
mixed reviews as some have praised
are easily manipulated? Despite this
the producers for recreating a classic
thought, there was another factor
game with extraordinary graphic
which took place in this incident
quality and intriguing gameplay, whilst
Alcohol. Just like what Chris Ferguson
others have been downright disgusted
had discussed, which was how there
by the level of violence portrayed in the
could be various contributors that
game. Alec Kubas-Meyer from The
couldve resulted in their actions.
Daily Beast wrote in his article: Youll
see a series of bones snap in vivid

Mortal Kombat isnt the only video


game thats been blamed for violence.
The stealth-based, survival, horror
game Manhunt was an instant target
of blame, when 14 year-old Stefan
Pakeerah was brutally murdered by
Warren Leblanc in 2004. The 17 yearold at the time, lured Stefan into a park
in Leicester where he was carrying a
knife and claw-hammer; fully prepared
for the attack. Manhunt is a game
where the player has to dispatch
enemy gang members, whether by
firearm or by stealthily executing each
character with various weapons/tools.
Its clear how there could possibly be
an influence, as Warren Leblanc had
clearly planned the attack to ensure
that the victim was unaware and
unalarmed (just like a player would,
whilst playing Manhunt). But Roderick
Price QC stated in defence of Leblanc:

defendant stated, his sense of fear


couldve lead him to lash out at the
victim, whom he couldve found
threatening or endangering.
Despite the argument on whether video
games do affect the behaviour of its
users or not, there are still precautions
taking place to ensure that no other
incidents are to occur. So if the
Hypodermic
Needle
Model
is
relevant, there are age ratings that
restrict people of younger ages from
getting hold of the content. And if the
Users & Gratifications Theory is
right, there are still video games out
there that dont depict violence, but
instead act as educational tools that
can boost knowledge and brain
activity.

"The reason he killed Stefan is


rooted not in video games but in
fear - in desperation born of fear.
Both
Stefan
and
the
defendant are victims of a
gang culture which creates
fear in the minds of young
men and in the case of this
defendant, a young man who
was not a gang member and
who was out of the loop.
"He considers that he was in
imminent danger of serious
bodily harm and it is against
this background that he
committed the offence that
he did.

www.ubergizmo.com

"He was wearing a white tracksuit he had no idea that it would come
to this but it did in the blind panic
that I have described."
This goes back to Chris Fergusons
argument, as the perpetrator couldve
been affected by the gang culture that
he was involved in. Just like what his

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