"It has been argued that the aggressive content in video games could allow players to release their stress and aggression in a non destructive way, and, in fact, would have the effect of relaxing them".
pg 349
This quote gives a positive look at video games, as they are not a concern , as they are an outlet for people to release their anger or stress. In this way, the audience can use violent games in effective ways to evoke their anger.
"In psychoanalytic theory , sexuality and aggression serve as the two major drives. Both drives arrogate for release that may happen in reality or in fantasy, the latter called symbolic catharsis". pg 349
In many ways, violent video games are a concern, as they enable audience to have sexual and aggressive gratifications out of playing the game. Therefore, this quote shows how these games enable gamers to purge their sexual and aggressive thoughts after playing the game.
"We do know that playing violent video games show physiological effects that are different compared to playing less violent games or no games at all and that those effects may be even greater for children who already show aggressive tendencies". pg 352
This clearly suggests that violent video games are a concern, as they do result in the players developing aggressive thoughts. Though, these games are especially focused on the teenage audience, who could be injected with the belief that violence is normal. In addition, this quotation alludes to the fact that less violent games such as Need for Speed don't increase aggression in the audience, as the content is more interactive, as players can control cars, yet violent games increase aggression especially in teenagers, as they are prone to the ideologies of violence endorsed by the games.
"Violent media, for instance, may increase aggression by teaching observers how to behave aggressively, by priming aggressive cognitions, by increasing arousal and by creating an aggressive affective state." pg 354
On the whole, the violence in the media, across platforms such as broadcast and in films may enable the audience to become violent, as games such as Smack down vs RAW teaches audience complex and aggressive wrestling moves, which, may result in audiences copying these moves and potentially injuring or killing someone.
"It is believed that the unpleasant physiological arousal usually associated with violence inhibits thinking about violence, disregarding violence, or behaving violently: however , as a result of continuous exposure to violent depictions, individuals are no longer expected to have such reactions". pg 351
This quotation implies that the audience gradually become desensitized by playing violent video games on a constant basis. In effect, this may be damaging and a serious concern, as the teenage audience may be aroused by the content in games , but may not find violence as a serious concern.
"Regardless of the genre, video game playing requires some combination of cognitive and motor skills... the demands placed on the players can be taxing indeed. But for many teens, the demands are welcomed because they are the byproduct of what the games appealing in the first place: the opportunity to interact with the content". pg 170
In contrast, this quote relates to the hypothesis, as video games have some effective points, as they teach the audience vital motor and psychological skills. Though, the audience tend to play these games due to the graphics , as they are able to kill people and think on their feet in hostile situations.http://books.google.co.uk/books?id=wlX9wjhpPOYC&pg=PA172&lpg=PA172&dq=why+are+violent+video+games+aimed+at+males&source=bl&ots=C0VXO71DP2&sig=bOFKmbsFKdRxdlvFpftvqi1h1lI&hl=en&ei=CZ32TMHZBIO2hAfwhby1BQ&sa=X&oi=book_result&ct=result&resnum=6&ved=0CDcQ6AEwBQ#v=onepage&q&f=false
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