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Video Games and Violence

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Running head: THE CULTIVATION THEORY 1
Video Games and Violence: The Cultivation Theory
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THE CULTIVATION THEORY 2
Video Games and Violence: The Cultivation Theory
Since the 1990’s, there has been a sharp rise in the emergence of digital forms of
entertainments. Most of these spectacles are projected using mobile phones, televisions,
computers, and tablets. The cultivation theory opines that violent scenes and prejudices in this
media affect their audience’s perception of the world. Accordingly, it influences people’s view
of the world and results in the emergence of various stereotypes. As a result, some researchers
have alluded that extended and uninterrupted display of violent scenes in video games can make
individuals have a mean world syndrome. Consequently, this research will establish whether
video games indeed alter people’s view of the world.
The high presence of violence in video games has attracted a lot of research about their
impact on players’ psychological, especially by causing the development of aggressive
behaviors. Most past research works on this topic have relied on cultivation theory to establish
television effects on gamers’ attitudes towards the world. Unfortunately, there is no conclusive
report on the impact of this form of entertainment (Greitemeyer, Agthe, Turner, &
Gschwendtner, 2014). While some researchers are of the opinion that video games lead to the
emergence of violent behavior, others have not established clear links between the former and
likelihood of a player committing a crime.
According to Shanahan and Mogan (1999), television entertainment results in first-order
effects. In this case, it only teaches people societal-level lessons about the world without
necessarily affecting their perception. On the contrary, video games result in second-order
effects, mostly due to the player’s high level of involvement (Sherry, 2001). The “first-order
effects” mean reasonable estimation of social realities, while second-order effects are biased
beliefs.

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Running head: THE CULTIVATION THEORY Video Games and Violence: The Cultivation Theory Student’s Names Institution Affiliation 1 THE CULTIVATION THEORY 2 Video Games and Violence: The Cultivation Theory Since the 1990’s, there has been a sharp rise in the emergence of digital forms of entertainments. Most of these spectacles are projected using mobile phones, televisions, computers, and tablets. The cultivation theory opines that violent scenes and prejudices in this media affect their audience’s perception of the world. Accordingly, it influences people’s view of the world and results in the emergence of various stereotypes. As a result, some researchers have alluded that extended and uninterrupted display of violent scenes in video games can make individuals have a mean world syndrome. Consequently, this research will establish whether video games indeed alter people’s view of the world. The high presence of violence in video games has attracted a lot of research about their impact on players’ psychological, especially by causing the development of aggressive behaviors. Most past research works on this topic have relied on cultivation theory to establish television effects on gamers’ attitudes towards the world. Unfortunately, there is no conclusive report on the impact of this form of entertainment (Greitemeyer, Agthe, Turner, & Gschwendtner, 2014). While some researchers are of the opinion that video games lead to the emergence of violent behavior, othe ...
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