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    DR. RAM MAHOHAR LOHIYA NATIONAL

    LAW UNIVERSITY

    2014-15

    ENGLISH

    PROJECT ON:

    VIOLENCE IN VIDEO GAMES

    SUBMITTED BY: UNDER THE GUIDANCE OF:

    SHIVANI SINGH MR.RAMJI YADAV

    ROLL NO: 128 ASSITANT PROFESSOR (ENGLISH)

    B.A. LLB (Hons.) DR. RAM MANOHAR LOHIYA

    SEMESTER II NATIONAL LA! "NIVERSITY

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    ACKNOWLEDGEMENT

    I #$%& '$&n &o*'s +n '#+s ,*o-&'. Ho/&%&* +' /o0 no' #$%& 3&&n ,oss+3& /+'#o0'

    '#& +n s0,,o*' $n #&, o 4$n5 +n+%+0$s $n o*6$n+7$'+ons. I /o0 +& 'o

    &'&n 45 s+n&*& '#$ns 'o $ o '#&4.

    I /o0 +& 'o &'&n 45 s+n&*& '#$ns 'o 45 '&$#&* $n M&n'o* M*. R$4-+ Y$$%

    (G0&s' L&'0*&* En6+s#) o* #+s $3& 60+$n& $n #&,9 V+& C#$n&o* M*. G0*+,

    S+n6# $n D&$n (A$&4+s) P*o&sso* C.M. J$*+/$$ o* '#&+* &no0*$6&4&n' $n

    &n'#0s+$s4. I /o0 $so +& 'o &,*&ss 45 s,&+$ 6*$'+'0& $n '#$ns 'o 45 s&n+o*s

    o* s#$*+n6 '#&+* %$0$3& '+,s $n 45 $ss4$'&s o* '#&+* ons'$n' s0,,o*'.

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    INTRODUCTION

    Video games ha#e changes a lot in the !ast ten "ears$ the" ha#e

    gone %rom &D arcade machines to realistic 'D gra!hics that "ou !la"

    at home in %ront o% a large (V screen and surround sound) or in "our

    la!to!s and com!uters$ becoming %ull" immersed in the game that

    "ou are !la"ing* (he" no+ allo+ the !la"er to interact +ith

    characters and ob,ects in +a"s that +ere not !re#iousl" a#ailable)

    +ith more choice and a more immersi#e !la"ing st"le* M" !ro,ect

    +ill stud" #iolence in gaming and e-amine +hether or not this can

    result in blurring o% the real +orld +ith the gaming en#ironment %or

    some !la"ers*

     (o begin #iolence needs to be de.ned* (he O-%ord dictionar" de.nes

    #iolence as/

    ‘Behavior involving physical force intended to hurt, damage,

    or kill someone or something’ 

    0or this !ro,ect +hen #iolence is re%erred to) it +ill be de.ned as

    de!icting #iolence including to hurt damage or ill an" human2lie or

    animal lie characters*

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    o+e#er ournalist 0areed aaria has a di8erent o!inion on

    #iolence in 3merica*

    ‘Is America’s popular culture the cause? This is highly unlikely,

    as largely the same culture exists in other rich countries.

    outh in !ngland and "ales, for example, are exposed to

    virtually identical cultural in#uences as in the $nited %tates.

    et the rate of gun homicide there is a tiny fraction of ours.

    The &apanese are at the cutting edge of the 'orld of video

    games. et their gun homicide rate is close to (ero) "hy?

    Britain has tough gun la's. &apan has perhaps the tightest 

    regulation of guns in the industriali(ed 'orld.’ 

    Is all the blame !ut on #iolent #ideo games %alse?

    ORIGIN

    O#er the !ast & "ears) #ideo games ha#e become one o% the

    orldBs %a#ourite %orms o% entertainment) !artici!ated to the same

    le#el as !eo!le +atching mo#ies or reading boos or listening to

    music* (he recent #ideo game release) Call o% Dut"/ lac O!s &

    made E5 million in its .rst &4 hours o% release and hit a

    staggering E1 billion mar in ,ust 15 da"s) & da"s shorter than the

    biggest mo#ie release e#er$ ames CameronBs) 3#atar @maing it the

    biggest entertainment release e#er* (he com!arison bet+een Call o% 

    Dut"/ lac O!s & and ames CameronBs 3#atar sho+s ho+

    signi.cant the #ideo game industr" is*

    1*  D;3( F3C;) 196

    Violent #ideo games ha#e been around %or man" "ears) Death Face

    a contro#ersial game released in 196 b" ;-id") +as one o% the .rst

    contro#ersial #ideo games to be released* :uch +as the le#el o% 

    concern about the le#el o% #iolence that u!on its release it +as

    banned in 3merica* (he game +as blac and +hite and %eatured

    bloc" characters no+n as HGremlinsB +ho onl" slightl" resembledhumans) it also didnBt hel! that Death Face +as initiall" called

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    edestrian) +hich %urther highlighted that the gremlins that a!!ear

    in the game +ere most liel" .rst designed as !eo!le*

    &*  C3FM3G;DDO) 199

    In 199 Carmageddon +as released +hich +as based on Death

    Face* In the &1 "ears bet+een the releases o% these t+o games

    there had been large technological im!ro#ements in the #ideo game

    industr"* One o% the largest and most signi.cant being gra!hics*

    Mo#ing %rom &D stic" bloc characters to 'D humans %or gamers to

    run o#er maing it loo incredibl" more realistic than the

    contro#ersial game released in 196* Carmageddon +as censored in

    man" countries including the 7J resulting in human characters

    being re!laced +ith =ombies* In &1& it +as re2released on ihone

    and rated as a 1&K that sho+s ho+ o#er the "ears +e ha#e become

    more accustomed to #iolence and gore in #ideo games and other

    media*

    '*  GF3D (;0( 37(O :;FI;:) 1992&1&

    In &1) Focstar Games released Grand (he%t 3uto III this o!ened

    to criticism %rom the media %or its #iolent and se-ual content* 3mong

    man" other things +ithin the game %or !a"ment a !la"er could slee!

    +ith a !rostitute to regain health) illing her to get their mone"

    bac* (here are man" cases +here Grand (he%t 3uto has been cited

    as the ins!iration %or illers to commit their crimes) %or e-am!le)

    3aron amel +as illed +hen t+o gunmen o!ened .re on his car in

     (ennessee) 7:3* (he t+o gunmen) aged 14 and 16) told

    in#estigators that the" started shooting at #ehicles o8 the interstate

     ,ust lie in Grand (he%t 3uto*

     (he Grand (he%t 3uto series is a !rime e-am!le o% a game becoming

    more gra!hicall" #iolent and realistic as gra!hic ca!abilit" on game

    consoles increased*

    hile the .rst game in the series +as contro#ersial it +as tobecome e#en more contro#ersial %or the games that %ollo+ed in the

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    a la":tation 1 +ith birdBs e"e #ie+s and cartoonish gra!hics* hen

    the series got to the 'rd game it +as released on the la":tation &)

    +hich had a signi.cant increases in com!uter !o+er and gra!hic

    ca!abilit" o#er the la":tation 1* (his allo+ed the de#elo!ers tos+itch to a behind the shoulder camera #ie+ maing the !la"er

    more immersed in the game$ the gaming +orld o% #irtualit" and

    realit" +as becoming closer*

     (he Grand (he%t 3uto series can be s!lit into three eras$ the &D era)

    'D era and the D era* (he total sales %or the &D era are around

    4) co!ies) the 'D era 5)'55)5 and the D era o#er &6

    million co!ies +ere*

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    Do Violent Video Games Conti!"te to #o"t$

    Violen%e&

    PRO %onti!"tes to #o"t$ Violen%e

    1* Increasing re!orts o% bull"ing can be !artiall" attributed to the

    !o!ularit" o% #iolent #ideo games* (he &> stud" *rand

    Theft +hildhood re!orted that 6N o% middle school bo"s +ho

    !la"ed at least one Mature2rated game hit or beat u!

    someone) com!ared to '9N o% bo"s that did not !la" Mature2

    rated games*

    &* Video games o%ten re+ard !la"ers %or simulating #iolence) and

    thus enhance the learning o% #iolent beha#iors* :tudies

    suggest that +hen #iolence is re+arded in #ideo games)

    !la"ersB e-hibit increased aggressi#e beha#ior com!ared to

    !la"ers o% #ideo games +here #iolence is !unished*

    '* Violent #ideo games desensiti=e !la"ers to real2li%e #iolence* It

    is common %or #ictims in #ideo games to disa!!ear o8 screen

    +hen the" are illed or %or !la"ers to ha#e multi!le li#es* In a

    &5 stud") #iolent #ideo game e-!osure has been lined to

    reduced ' am!litudes in the brain) +hich is associated

    +ith desensiti=ation to #iolence and increases in aggressi#e

    beha#ior*

    4* 3 & 0I re!ort includes !la"ing #iolent #ideo games in alist o% beha#iors associated +ith school shootings*

    5* Violent #ideo games teach "outh that #iolence is an

    acce!table conict2sol#ing strateg" and an a!!ro!riate +a" to

    achie#e onePs goals* 3 &9 stud" %ound that "outh +ho !la"

    #iolent #ideo games ha#e lo+er belie% in the use o% non#iolent

    strategies and are less %orgi#ing than !la"ers o% non#iolent

    #ideo games*

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    6* Violent #ideo games cause !la"ers to associate !leasure and

    ha!!iness +ith the abilit" to cause !ain in others*

    * Young children are more liel" to con%use %antas" #iolence +ith

    real +orld #iolence) and +ithout a %rame+or %or ethical

    decision maing) the" ma" mimic the actions the" see in

    #iolent #ideo games*

    >* Violent #ideo games reQuire acti#e !artici!ation) re!etition)

    and identi.cation +ith the #iolent character* ith ne+ game

    controllers allo+ing more !h"sical interaction) the immersi#e

    and interacti#e characteristics o% #ideo games can increasethe lielihood o% "outh #iolence*

    9* la"ing #iolent #ideo games increases aggressi#e beha#ior

    and arousal* 3 &9 stud" %ound that it taes u! to %our

    minutes %or the le#el o% aggressi#e thoughts and %eelings in

    children to return to normal a%ter !la"ing #iolent #ideo games*

    It taes .#e to ten minutes %or heart rate and aggressi#e

    beha#ior to return to baseline* Video games that sho+ the

    most blood generate more aggressi#e thoughts* hen blood is

    !resent in #ideo games) there is a measurable increase in

    arousal and hostilit"*

    1* la"ing #iolent #ideo games causes the de#elo!ment o%

    aggressi#e beha#ioral scri!ts* 3 beha#ioral scri!t is de#elo!ed

    %rom the re!etition o% actions and a8ects the subconscious

    mind* 3n e-am!le o% a common beha#ioral scri!t is a dri#ing

    scri!t that tells dri#ers to get in a #ehicle) !ut on a seat belt)

    and turn on the ignition* :imilarl") #iolent #ideo games can

    lead to scri!ts that tell "outh to res!ond aggressi#el" in

    certain situations* Violence in #ideo games ma" lead to real

    +orld #iolence +hen scri!ts are automaticall" triggered in

    dail" li%e) such as being nudged in a school hall+a"*

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    11* 3 199> stud" %ound that &1N o% games sam!led

    in#ol#ed #iolence against +omen* ;-!osure to se-ual #iolence

    in #ideo games is lined to increases in #iolence to+ards

    +omen and %alse attitudes about ra!e such as that +omenincite men to ra!e or that +omen secretl" desire ra!e*

    1&* :e#eral studies in both the 7nited :tates and a!an

    ha#e sho+n that) controlling %or !rior aggression) children +ho

    !la"ed more #iolent #ideo games during the beginning o% the

    school "ear sho+ed more aggression than their !eers later in

    the school "ear*

    1'* ;-!osure to #iolent #ideo games is lined to lo+er

    em!ath" in !la"ers* In a &4 stud" o% 15 %ourth and .%th

    graders b" ro%essor eanne 0un) #iolent #ideo games +ere

    the onl" t"!e o% media associated +ith lo+er em!ath"*

    ;m!ath") the abilit" to understand and enter into anotherPs

    %eelings) !la"s an im!ortant role in the !rocess o% moral

    e#aluation and is belie#ed to inhibit aggressi#e beha#ior*

    14* hen "outh #ie+ #iolence in #ideo games) the" are

    more liel" to %ear becoming a #ictim o% acts o% #iolence*

    3ccording to a & ,oint statement b" si- leading national

    medical associations including the 3merican Medical

    3ssociation and 3merican s"chological 3ssociation) this

    escalated %ear results in "outh not trusting others and taing

    #iolent sel%2!rotecti#e measures*

    15* Violent #ideo games can train "outh to be illers* (he 7:

    Marine Cor!s licensed oom II in 1996 to create -arine

    oom in order to train soldiers* In &&) the 7: 3rm" released

    .rst2!erson shooter Americas Army to recruit soldiers and

    !re!are recruits %or the battle.eld*

    CO Contribute to Youth Violence

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    1* Violent ,u#enile crime in the 7nited :tates has been declining

    as #iolent #ideo game !o!ularit" has increased* (he arrest

    rate %or ,u#enile murders has %allen 1*9N bet+een 1995 and

    &>* (he arrest rate %or all ,u#enile #iolent crimes hasdeclined 49*'N* In this same !eriod) #ideo game sales ha#e

    more than Quadru!led*&* 3 causal lin bet+een #iolent #ideo games and #iolent

    beha#ior has not been !ro#en* Man" studies su8er %rom

    design a+s and use unreliable measures o% #iolence and

    aggression such as noise blast tests* (houghts about

    aggression ha#e been con%used +ith aggressi#e beha#ior) and

    there is a lac o% studies that %ollo+ children o#er long !eriods

    o% time*'* 3 &4 7: :ecret :er#ice re#ie+ o% !re#ious school2based

    attacs %ound that one2eighth o% attacers e-hibited an

    interest in #iolent #ideo games) less than the rate o% interest

    attacers sho+ed in #iolent mo#ies) boos) and #iolence in

    their o+n +ritings* (he re!ort did not .nd a relationshi!

    bet+een !la"ing #iolent #ideo games and school shootings*4* (he small correlations that ha#e been %ound bet+een #ideo

    games and #iolence ma" be e-!lained b" #iolent "outh being

    dra+n to #iolent #ideo games* Violent games do not cause

    "outh to be #iolent* Instead) "outh that are !redis!osed to be

    #iolent see out #iolent entertainment such as #ideo games*5* la"ing #iolent #ideo games reduces #iolence in adolescent

    bo"s b" ser#ing as a substitute %or rough and tumble !la"*

    la"ing #iolent #ideo games allo+s adolescent bo"s to e-!ress

    aggression and establish status in the !eer grou! +ithout

    causing !h"sical harm*6* Video game !la"ers understand the" are !la"ing a game*

     (heir abilit" to distinguish bet+een %antas" and realit"

    !re#ents them %rom emulating #ideo game #iolence in real

    li%e** la"ing #iolent #ideo games !ro#ides a sa%e outlet %or

    aggressi#e and angr" %eelings* 3 & stud" re!orted that

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    45N o% bo"s !la"ed #ideo games because Rit hel!s me get m"

    anger outR and 6&N !la"ed because it Rhel!s me rela-*R>* Violent #ideo games !ro#ide health" and sa%e o!!ortunities

    %or children to #irtuall" e-!lore rules and conseQuences o%

    #iolent actions* Violent games also allo+ "outh to e-!eriment

    +ith issues such as +ar) #iolence and death +ithout real +orld

    conseQuences*9* (he le#el o% control granted to #ideo game !la"ers) es!eciall"

    in terms o% !ace and directing the actions o% their character)

    allo+s "outh to regulate their emotional state during

    !la"* Fesearch sho+s that a !erce!tion o% being in control

    reduces emotional and stress%ul res!onses to e#ents*1* 3larmist claims similar to current arguments against

    #iolent #ideo games ha#e been made in the !ast +hen ne+

    media such as radio) mo#ies) and tele#ision ha#e been

    introduced* Claims that these #arious mediums +ould result in

    surges in "outh #iolence also %ailed to materiali=e*11* Violent #ideo games ma" a8ect the %orm o% #iolence) but

    does not cause the #iolence to occur* Youth might model

    #iolent acts on +hat the" ha#e seen in #ideo games) but the

    #iolence +ould still occur in the absence o% #ideo games*1&* ;-!osure to #iolent #ideo games has not been sho+n to

    be !redicti#e o% #iolent beha#ior or crime* 3n" lin %ound

    bet+een #ideo games and #iolence is best e-!lained b" other

    #ariables such as e-!osure to %amil" #iolence and aggressi#e

    !ersonalit"*1'* hen research does sho+ that #iolent #ideo games

    cause more arousal and aggression) it is because the

    com!arati#e game is less e-citing* 3 short2term increase in

    arousal and aggression does not mean a child is going to

    lea#e his or her house and commit a #iolent act*14* In &5) the 7: had &)&9 murders committed b"

    teenagers @&*9 !er million residentsA com!ared to ' in a!an

    @'*1 !er millionA* er ca!ita #ideo game sales +ere E5*& in

    the 7: com!ared to E4 in a!an* (his e-am!le illustrates that

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    there is no correlation bet+een #iolent beha#ior and !la"ing

    #ideo games

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    CONCLUSION

    3%ter .nding both the sides o% e8ects o% #ideo games on "outh it can

    be concluded that #iolent #ideo games can be lined to #iolent

    beha#iour in some +hen humans %eel certain emotions) and #iolent

    beha#iour* Moreo#er it de!ends on the indi#idual gamer on ho+

    heSshe reacts to the stimuli !roduced* 3 generali=ation cannot be

    made in these cases* ;#en the gamers reali=e the conseQuence o% 

    their act and do not become #iolent ,ust because the" ha#e

    introduced to !la"ing certain games* (he #iolent beha#ior that is

    seen in some is onl" tem!orar" and not !ermanent*

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    'I'LIOGRAPH# 

     (he %ollo+ing +ebsites ha#e been re%erred %or maing o% this !ro,ects/

    • htt!/SS#ideogames*!rocon*orgS

    • htt!/SS+++*!ersonalit"research*orgS!a!ersSooi,mans*html

    • htt!/SS+++*#ideo2game2addiction*orgS#iolence*html

    • htt!/SS+++*theguardian*comStechnolog"S&14Sno#S1S#ideo2games2#iolent2

    stud"2.nds

    • htt!/SStime*comS'45Sho+2#iolent2#ideo2games2change2ids2attitudes2about2

    aggressionS

    • htt!/SSith!*orgSarticlesS#iolent#ideogames*html

    1 T a g e

    http://videogames.procon.org/http://www.personalityresearch.org/papers/kooijmans.htmlhttp://www.video-game-addiction.org/violence.htmlhttp://www.theguardian.com/technology/2014/nov/10/video-games-violent-study-findshttp://www.theguardian.com/technology/2014/nov/10/video-games-violent-study-findshttp://time.com/34075/how-violent-video-games-change-kids-attitudes-about-aggression/http://time.com/34075/how-violent-video-games-change-kids-attitudes-about-aggression/http://ithp.org/articles/violentvideogames.htmlhttp://www.personalityresearch.org/papers/kooijmans.htmlhttp://www.video-game-addiction.org/violence.htmlhttp://www.theguardian.com/technology/2014/nov/10/video-games-violent-study-findshttp://www.theguardian.com/technology/2014/nov/10/video-games-violent-study-findshttp://time.com/34075/how-violent-video-games-change-kids-attitudes-about-aggression/http://time.com/34075/how-violent-video-games-change-kids-attitudes-about-aggression/http://ithp.org/articles/violentvideogames.htmlhttp://videogames.procon.org/

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