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Gaming 2

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Computer Science
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COMPUTER SCIENCE 1
Topic: The link between gaming, violence, and sexual immorality
According to research, approximately 65% of American children aged between seven and
nineteen spend more than eight hours per day gaming and consuming other forms of media,
(Adachi, 2011). Over the last 15 years, gaming has received increased popularity with
adolescents even spending more time gaming than watching the television, (Adachi, 2011).
These studies show that the dominant theme in all these activities is exposure to violence and sex
as well as addiction. Basically, when an individual spends eight hours on an activity every day it
becomes part of who they are and affects how they think and act. Besides, the human brain is an
organ that is shaped by encounters, and experiences and even further shaped by visual images.
As a result of its plasticity, it can be easily affected by exposure to violent activity from gaming.
For decades, psychologists have argued that observing violent media (and gaming such as
car racing games and first-person shooters simulators) increases the risk and likelihood of an
individual becoming aggressive. Additionally, exposure to violent media can increase the risk of
violent behavior and extreme aggression in children which can lead to injury or even death.
Longitudinal and cross-sectional studies have shown that gaming can directly influence
violent behavior that is more difficult to predict since it is complex and rare, (Bartholow, 2015).
Theoretically, virtual contents can directly affect how a person behaves, feels and thinks. From
the shooting the rampage in Munich, it was discovered that the perpetrator was an active gamer.
This could act as evidence to show that gaming can directly affect how an individual behaves.
Questions
1. Does there exist a causal relation between gaming and perpetrating violent acts and sexual
immorality

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COMPUTER SCIENCE 2
Various experiments and research studies can be conducted to ascertain if there exists a
causal relation between gaming, sexual immorality and violence. These experiments would make
firm and causal conclusions regarding the effects of gaming on the player. When conducting the
tests and experiments, a sample of players would be chosen to act as participants, (Adachi,
2011). The researcher then assigns participants to a nonviolent or a violent game randomly while
ensuring that they hold all other variables constant (including instructions to the player). Violent
behavior and aggression can then be measured by determining the duration, intensity, and
number of shocks during electric shocks. These would help indicate how frequent the person is
aggressive by pretending to be a virtual player in the game.
Other methods of measurement include observation of behavior among players as well as
their interactions and interaction patterns with other people. For example, the researcher can
observe whether the child frequently bullies other children or frequently engages in hitting,
kicking, pushing and fights, (Bartholow, 2015). Correctional and cross-sectional studies can be
conducted to cater for the difficulty in measuring confounding factors and variables such as
intellectual functioning.
From the meta-analyses, it was confirmed that video games can potentially cause violent
behavior and aggression. The results indicated that watching violent games makes the player
numb and thus desensitizes the person to other people`s welfare and suffering. The studies also
indicated that participants who played violent games exhibited more aggressive responses and
behavior than their counterparts who played non-violent games, (Eastin, 2006). The research also
indicated that violent gaming increases arousal and self-activation in a player.
2. Should gaming be subject to restrictions and legislative oversight?

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COMPUTER SCIENCE 1 Topic: The link between gaming, violence, and sexual immorality According to research, approximately 65% of American children aged between seven and nineteen spend more than eight hours per day gaming and consuming other forms of media, (Adachi, 2011). Over the last 15 years, gaming has received increased popularity with adolescents even spending more time gaming than watching the television, (Adachi, 2011). These studies show that the dominant theme in all these activities is exposure to violence and sex as well as addiction. Basically, when an individual spends eight hours on an activity every day it becomes part of who they are and affects how they think and act. Besides, the human brain is an organ that is shaped by encounters, and experiences and even further shaped by visual images. As a result of its plasticity, it can be easily affected by exposure to violent activity from gaming. For decades, psychologists have argued that observing violent media (and gaming such as car racing games and first-person shooters simulators) increases the risk and likelihood of an individual becoming aggressive. Additionally, exposure to violent media can increase the risk of violent behavior and extreme aggression in children which can lead to injury or even death. Longitudinal and cross-sectional studies have shown that gaming can directly influence violent behavior that is more difficult to predict since it is complex and rare, (Bartholow, 2015). Theoretically, vir ...
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