Introduction: Giving an brief insight into the games industry and a brief history of video games and the growing concern about violent video games on the the audience and in society. In conjunction to my independent study, the introduction will look at how video games fit into the contemporary landscape.
1 How video games are marketed and how successful the video games industry is
"In 2008, worldwide sales of video game hardware and software passed $50 billion , more than double the annual sales posted in 2004 and 2005, and $5 billion more than in 2007".
"Video games are now one of the leading forms of media consumption, with sales rivaling the most successful Hollywood blockbusters".
"Marketing executives in a wide range of industries are turning to video games to promote their products through movie tie-ins and in-game advertisements".
2 Video game audiences and the reasons why the audience play violent video games, with cause for concern, as children play violent video games. Though, I will link this paragraph to the Uses and Gratifications Theory, as audience play games for diversion, personal identity and ability to fit into a crowd. (S)
Analysis of Call of Duty: Modern Warfare 2 and Doom and how violent video games enable the audience to be involved in the game.
" Videogame players play in isolation because videogames are ultimately a lonely medium."
" The culture of video games is heavily orientated to the individual competition and extraterrestrial warfare, destruction of the planet and a science fiction escape from its consequences".
"Video game play is interactive, whereas television viewing is physically passive"
"Children look for video games that offer an intellectual challenge. Most games have varying levels of difficulty and children look to mastering one level and move on to a more challenging level."
"Pleasures and rewards are offered in spoon fed fashion and with immediate effect for instant gratification."
" The active nature of video games gives players an opportunity to practice violent scripts"
"... aggressive children may be drawn to violent video games and entertainment, which in turn increases their aggression and causes them to want more exposure".
"Today, most children play real-time, first- person shooter (FPS) games in which "the players view the world through the eyes of the video game character that they control".
" ... those who play video games become intentionally and actively involved in the action."
" Kids not only watch realistic characters spurting blood and pulling heads, spinal cords and beating hearts out of bodies, but they are creating mayhem and are rewarded with extra points for doing so."
"Because of this first-person perspective, players interact with the virtual environments in a more personal way, often mentally inserting themselves into the action."
Paragraph 1
This paragraph will look at the reasons why violent video games are violent, with specific reference to the marketing of video games and the effect on the audience, with the need to focus on regulating violent video games. (S) (E) (H) (P) (I)
"The video game manufacturers should recognise they've gone too far and agree to stop making games that portray extreme violence or sexual activity"
In 1994, the video game industry responded by creating the Entertainment Software Rating Board (ESRB), a semi- independent review board responsible for providing an age recommendation for video games as well as content warnings, such as language, sexual themes and violence.
The public outcry on regulating video games reached a peak with the 2004 introduction of Grand Theft Auto: San Andreas, which featured corrupt cops, racism, drive-by shootings, pipe beatings and explicit sex. An earlier version of the game awarded points to players who made drug deals, killed police officers and solicited and murdered prostitutes.
Rather than limiting sales, controversies often fueled demand for such games, as teens and older children flocked to stores to purchase mature rated games.
" Various commentators have pointed out that the incessant drive for profits has sometimes meant that companies have failed to consider the possible impact of increasing realistic violence on people who have bought their games".
"Invariably such stories include a call for tighter censorship of video games and assume as proven that such games are invariably bad for children and teenagers who play them, primarily because they have the power to change young people's personalities and value systems for the worse".
"...the existing video game rating system, the content of much entertainment media, and the marketing of those media combine to produce “a powerful desensitization intervention on a global level.”
Paragraph 2
This paragraph will look at the concerns of violent video games and the fact that some scientific research has shown that violent video games cause aggression on the audience (S). In accordance to this, I will refer to scientists such as Anderson and Dill which have conducted experiments on children to show whether video games make teenagers aggressive. (A) I will also link this paragraph to different media forms such as television and movies, where there is a similar type of violence. Link to politics and the need to regulate violent video games
Link to Grand Theft Auto IV and how it rewards players for killing (ML) (G)
"... a violent video game may be more harmful than violent television and movies because the video game is interactive, very engrossing and require the player to identify with the aggressor".
"students who reported playing more violent video games in junior and high school were engaged in more aggressive behaviour."
"In the short run, playing a violent video game appears to affect aggression by priming aggressive thoughts. Longer-term effects are likely to be longer lasting as well, as the player learns and practices new aggression-related scripts that can become more and more accessible for use when real-life conflict situations arise."
"The potential effects (and theoretical perspectives) of video games on aggression are similar to those of television violence."
" Violence is not just a feature of video game culture. Violence is... everywhere. You can't avoid it. We can plug into violence on television, popular film, the Internet, radio, advertisements, brochures, magazines, newspapers, novels, theatre, MTV..."
"Even before the GTA: San Andreas controversy, politicians called for government regulation in order to ensure that children could not obtain age-inappropriate games because they believed that violent video games increased violence in children".
Paragraph 3
In contrast to the second paragraph , I will show how violent video games are not a serious concern, as they can teach the audience useful skills and enhance their current skills such as coordination, navigation and other skills. (G) (A)
"The kinds of activities involved in playing video games, it is argued by some can promote eye hand coordination or teach specific skills in spatial visualization or mathematics".
"Research has also surfaced to show that video games engage young people's minds in such as way that they may help to cultivate important new cognitive skills, which enable children and teenagers to process information more effectively than older generations.."
" Videogames can produce positive effects (e.g. improved perceptual motor skills) even if there was never any intention of producing such an effect".
- Analysis of Call of Duty: Modern Warfare 2 and the fact that it teaches players vital skills such as communication and also requires a degree of strategy
This paragraph will look at the fact that violent games result in the audience becoming desensitized to real violence. In accordance to this, I will apply audience theory such as Desensitization and the fact that audiences cannot determine real life violence from game violence. Link to scientists such as Anderson and Dill, Professor Bruce Bartholow and Dr Cheryl Olson. Evidence of tests carried out by Anderson and Dill, Prof Bruce Bartholow
"...exposure to violent video games can desensitize individuals to real-life violence. According to the investigators, this is first documented finding that video-games can alter physiological responses typically aroused by real violence".
“The results demonstrate that playing violent video games, even for just 20 minutes, can cause people to become less physiologically aroused by real violence,”
“Participants randomly assigned to play a violent video game had relatively lower heart rates and galvanic skin responses while watching footage of people being beaten, stabbed and shot than did those randomly assigned to play nonviolent video games.
“... individuals who play violent video games habituate or ‘get used to’ all the violence and eventually become physiologically numb to it.”
“In short, the modern entertainment media landscape could accurately be described as an effective systematic violence desensitization tool,”
"video games with violent content might desensitise children to violence in the real world".
watching gore or violence in video games and not seeing the consequences that violence might have in real life, and children less concerned about suffering and have empathy for victims.
Paragraph 5
On the contrary, this paragraph suggests that video games are not a concern as they teach the audience vital life skills which could be adapted in thier future, for example in employment. (S)
" Videogames can also offer clear objectives, which are especially appealing because these goals can be adapted to the skills and knowledge of the player."
" Videogames may also produce different types and amounts of learning depending on whether they focus on drill-and -practice of factual information, or simulations which model reality"
"playing videogames can produce positive outcomes, such as increased persisitance at difficult tasks"
" Research on games suggests that video games might help players practice decision making."
"Violent video games provide a forum for learning and practicing aggressive solutions to conflict situations."
Paragraph 6
The fact that violent video games cause addiction is another concern, which may result in the audience becoming unhealthy as a result.
"Addiction to video games may be like any other form of addictive behaviour. Players feel compelled constantly to be involved with these games and may display a lack of interest in other activities"
"Not only did the games preoccupy their time, they also frequently exposed youngsters to and involved them actively in antisocial and violent themes giving rise to worries about unwanted behavioural effects."
"Pleasures and rewards are offered in spoon fed fashion and with immediate effect for instant gratification."
"... video games are seen to exert a considerable hold over their players who play with an apparent unhealthy frequency and for lengthy periods of time."
Paragraph 7
Yet, the fact that violent video games are a concern has not been proven scientifically, therefore the idea of campaigning against violent video games is quite pointless. Also, it is much harder to find the sole cause why video games are cause violent behaviour in the audience. I will link the points with ideas by Professor David Buckingham, Prof Bruce Bartholow
"And yet, of course, video games are also fun, and people learn things from them, they can be quite sociable experiences, and so on. Again, it doesn't make much sense to separate the positives from the negatives, or to see this in simple either/or terms".
"The debate we are seeing is very similar to the one that has raged for years about TV. The truth is there are many factors that can lead to violence, such as being withdrawn and isolated, so it is hard to say it is because of one thing.
"The truth is there are many factors that can lead to violence, such as being withdrawn and isolated, so it is hard to say it is because of one thing".
"...the studies do not necessarily provide conclusive results because psychologists cannot perform pure clinical experiments, only observational studies, which do not lend themselves to qualitative results."
"... authors of carefully written psychological articles tread cautiously between the words “link” and “cause,” refusing to say that violent video games “cause” violence".
Paragraph 8
The links with the fact that the public seemed to be concerned with violent video games and the need for regulation has been debated considerably in the media, with politician sbeing urged to do something about the problem. In accordance to this, I will refer to moral panics and the political aspect of the games. Reception Theory will also be applied to this paragraph
"Early critics voiced concern that video games turned children into brainless zombies".
"video games have a much bigger negative influence on kids than pornography", a leading porn star has claimed.
Violent video games make audience more willing to become the characters they play as. Therefore, many audiences choose to adopt a more aggressive look, as seen in True Crime.
Paragraph 9
This paragrph contrasts with the last one, as the media seems to exaggerate and even sensationalize news surrounding violent video games , in order to inject messages that video games cause players to become violent, without any solid proof. By linking Cultivation theory and Hypodermic Needle Theory, I will show how people say video games are bad but don't have an overall idea of video games.
"So the argument would be that people need to be informed about what they're letting themselves in for, they need to understand how to deal with risk, rather than simply trying to keep them away from it".
"So for me that means you need some kind of educational response to this, rather than saying something is bad or risky, so let's just ban it.
"The media picks up and runs these newly discovered stories about the “epidemic” of video game violence, even though very few links are authentic or newsworthy".
"The public reacts by searching for similar links between video games and violence, and, because they want to find a link, they “find” it in other places".
"The media sensationalizes the effects that violent video games had on the event in order to create entertaining stories for the evening news".
"Yet seldom do such critics present any conclusive evidence to back up the accusations they level against video games"
Paragraph 10
The fact that video games don't seem to teach the audience anything useful, makes violent video games a serious concern, as video games are intentionally meant to be educational. Dumbing Down Theory and the fact that audiences replicate what they see in video games , for example WWE wrestling - Copycat Theory.
" Kids not only watch realistic characters spurting blood and pulling heads, spinal cords and beating hearts out of bodies, but they are creating mayhem and are rewarded with extra points for doing so."
" Fantasizing and rehearsing the wrestling moves appears to either create, or at least reinforce, the aggressive attitudes and behaviors of children."
" The active nature of video games gives players an opportunity to practice violent scripts"
"This criticism centres on the fact that the video game is an utterly inconsequential activity that neither requires nor develops imagination."
Paragraph 11
Yet, violent video games may not be a concern, as the audience can vent thier frustration in the games by identifying with the player in the game. Therefore, violent video games can be beneficial as they can reduce stress. Also, they may be helpful to people with serious diseases or illness and can be an effective remedy. (S)
Call of Duty Modern Warfare 2 and GTA IV will be used to support my statement.
"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".
'games can also help to control diabetes and pain and work as a tool to complement psychotherapy'.
Paragraph 12
On the other hand, violent video games may be a serious concern, as they can cause psychological factors on the audience and can affect the player's behaviour. In conjunction to this point, I will refer to the work of Professor Bruce Bartholow, Vince Matthews and
"brain scans of kids who played a violent video game showed an increase in emotional arousal – and a corresponding decrease of activity in brain areas involved in self-control, inhibition and attention".
"The scans showed a negative effect on the brains of the teens who played “Medal of Honor” for 30 minutes. That same effect was not present in the kids who played “Need for Speed.”
"the subjects who showed the smallest p300 response to violent images also were the most aggressive in blasting the ears of their perceived opponents. The implication was clear: Over time, players of violent video games appeared to become desensitized to real-world violence.
' increased activity in the brain region that governs emotional arousal, and decreased activity in the part of the brain associated with control, focus and concentration'.
"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".
Conclusion
Summarise the essay, giving opinion on the whether violent video games are a serious concern or not and how video games are getting violent- through the use of graphics, interface etc.
I will also support my opinion with historical information showing how video games have become violent and whether or not they are a concern
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