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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 new digital forms of entertainment.
Targeting the young adult population, the industry has released countless video games for
various media platforms. Typically, too much exposure to violence leads to the development of
aggressive behaviors. Accordingly, different research methods including the cultivation theory
have been established to assess the impact of video game violence on young adults. The
cultivation theory alludes that violent scenes and prejudices in the television media affect their
audience’s perception of the world. In particular, they influence people’s view of the world and
result in the emergence of various stereotypes.
The high presence of violence in video games has attracted a lot of research about their
impact on players’ psychological condition, especially by causing the development of aggressive
behaviors. Most past research works on this topic have relied on the 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
the 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. Other
researchers believe that 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 new digital forms of entertainment. Targeting the young adult population, the industry has released countless video games for various media platforms. Typically, too much exposure to violence leads to the development of aggressive behaviors. Accordingly, different research methods including the cultivation theory have been established to assess the impact of video game violence on young adults. The cultivation theory alludes that violent scenes and prejudices in the television media affect their audience’s perception of the world. In particular, they influence people’s view of the world and result in the emergence of various stereotypes. The high presence of violence in video games has attracted a lot of research about their impact on players’ psychological condition, especially by causing the development of aggressive behaviors. Most past research works on this topic have relied on the 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 beh ...
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