Altering the Impression on Violent Video Game Playing
The development of Modern Technology is continuously occurring for years. Until this moment, there is no doubt that it has already invaded the lifestyle of every individual. High technological devices, tools and gadgets are produced and almost everyone who has the access to it uses such things for several purposes for school, businesses, entertainment, work and the like. Of course, there are numerous effects that could happen when using these kinds of products, may it be positive or negative.
In this generation, majority of the population of individuals using such technological advancement products are involving young children and adolescents. Few researches were recorded since these have been produced. Unfortunately, most researches and studies conducted found that these products, especially video games affect the behavior and perceptions of children. It has been researched that most of the people who engaged themselves to video gaming became violent, aggressive and several function of the brain were infected. The explosion of the video game industry in the past decade has had many people criticizing the content of the games being released. The most important concern is that of violence and violent acts within the games.
This proposal aims to know more about the harmful effects of video gaming, how it influences children and how such controversy could be given some solution. This paper will also show various theories about the problem.
Related Studies and Literature
The year 1970 became the birth of video games in the world. The graphics had developed from using only simple shapes and designs until almost real-life illustrations and dimensions. Aside from the progress of video game industries, individuals became fond of playing such games which lead to some aggressive reactions causing negative outcomes involving crime, sexual activities, immorality and violent actions. Although this controversy has not been settled, there were several cases that involved the influence of using video games. On April 2000, José Rabadán Pardo who was 16 years old back then killed his father, mother and his sister with a katana, proclaiming that he was on an avenging duty by Squall Leonhart, a character in the video game called Final Fantasy VIII. Another case involved 13-year-old Xiao Yi on December 27, 2004. The child jumped from a twenty-four story building in Tianjin, China, as an outcome of the effects of his addiction, hoping to be joined with his fellow gamers in the afterlife, according to his suicide notes. Prior to his death, he spent 36 successive hours playing Warcraft III. Daniel Petric managed to kill his mother and wounded his father after banning him from playing Halo 3 last 2007 of September. On August 2, 2008, an 18-year-old Thai adolescent stabbed a taxi driver in Bangkok and attempted to steal the driver's cab to acquire money to buy a copy of Grand Theft Auto IV. As a consequence, New Era Interactive Media, the distributor of the game, withdrew it from shops across Thailand. These were just few of the publicized cases that could most probably justify the negative effects of video games.
Realizing the need to study such matter, several researchers attempted to create theories regarding the effects of video gaming. Anderson and Dill found that graphically violent games increased aggression and delinquency. Anderson and Gentile stated that videogames affected children because these were highly engaging and required repetition of violent actions in playing. Springhall feared the outcome that video gaming might make because of violent and sexual imagery.
Although some video games seem educational, most popular games include such violent imageries that might affect the cognitive and emotional behaviors of children. Educators fear that enhancing and developing their teaching techniques and tools would be ignored because of the technology’s rapid development. Many research reports already confirm that play resources are related to children’s motor, language, cognitive, social, and emotional development. This includes playing video games and consoles too. Conducted studies like the one that a professor Akio Mori made concluded that playing video games can increase heart rate and blood pressure, decrease prefrontal lobe activity while the person is playing the game and change the emotional behavior of individuals. The increase of heart rate and blood pressure of individuals playing video games were said to be the same as the heart rate and blood pressure of those who were in real danger. Another effect in the brain involved the decrease of prefrontal lobe activity when playing video games and even after it has turned off. When there is a lack of use of the frontal brain, changes of moods could occur, thus resulting to aggression.
With these studies and theories, there is no doubt that the use of any media related instruments such us video games could affect the cognitive activities of children’s brain and their behaviors as well. In order to, at least change or lessen the negative effects brought by playing video games, this paper would focus on a study conducted by two Assistant Professors at the Pennsylvania State University. These were Tsung-Yen Chuang and Wei-Fan Chen who investigated the effects of digital games on children’s cognitive achievement. Their study concluded that these games could improve the children’s cognitive achievement. Children could learn easily, solve problems quickly and enhance their use of language. This was achieved when multifunctional, interactive digital games were used and not those that involved violence. Since video games were said to influence individuals’ behaviors and characters, and also affect the brain’s activities, then changing the themes of these games could be effective in enhancing the cognition without thinking of any harmful ways that could occur into the minds of children.
A survey could be conducted to know the preferences of children when it comes to playing video games. What could be more important and interesting to them when they are playing such games? What kinds of characters or graphics do they like to see? What are the things that they want to know? What subjects or courses do they like? These could be some of the questions for the survey. Since the recorded cases of crime involved teenagers, conduct a survey with them as the respondents.
After the survey, search or, if possible, create another digital game that does not involve any violence or sexual actions. The experiment would allow the volunteers to play these. Ask for suggestions on to what or how to improve a multifunctional digital game that could enhance the brain capacity of children and could be interesting to play. If violence is the problem in video games, then change the idea of using such themes in playing.
These methodologies, if done successfully, could know which type of digital games could be appropriate for children. It aims to change the world’s impression regarding video gaming as a means of violence, crimes and delinquencies. People can’t ban the use of such products of technology. The most probable way is to lessen the use of these themes and gradually develop digital games as instruments of developing knowledge.
Even though several studies and cases were said to be evidences that playing video games are harmful and could corrupt the minds of children, playing such games could also develop the cognitive activities of the brain. The focus should be more on the themes and functions of the game. Find out what the costumers want to improve the uses of digital games.
The two professors’ study about the “Effect of Digital Games on Children’s Cognitive Achievement” only had a problem with data gathering and processes. Their study did not indicate specifications about the types of digital games that would work best for children or students. In this study, more specifications and details are needed.
After the study, it is advised to disseminate the data gathered or the research conclusion to individuals especially to parents so that they will know what their children are playing. It is important for people to become aware of this and to now what they are doing or engaging to.
This proposal concludes that there still are ways to reduce violence in playing video games. Although such technological advancement products include few negative effects, there are also positive effects that could occur. Of course, these positive effects of playing digital games could only take place when violent themes will also be reduced. In order to achieve such objective, it is encouraged to do all the necessary methods or ways given in this proposal. If it has been confirmed that playing digital games could affect the brain functions and behaviors, then use this in a more productive and less harmful way.
Playing video games can always be useful and harmless especially for children. Awareness and knowledge should always be taken into consideration.
http://serendip.brynmawr.edu/exchange/node/1742http://pzpublications.com/167pdf.html http://www.uta.edu/ints/faculty/REPKO_Outcomes_AEQ.pdf http://www.academypublisher.com/ojs/index.php/jmm/article/viewFile/02052730/1207 http://en.wikipedia.org/wiki/Video_game_behavioral_effects
Item Criteria Max Earned Topic Sentence States problem clearly 10 Problem Definition Student identifies a PROBLEM (something that can be investigated by research, not simply a TOPIC) 20 Interdisciplinary Approach The student justifies using an interdisciplinary approach in terms of the complexity, unresolved nature, or overlap of disciplinary domains associated with the problem. 10 Identifies Three Relevant Disciplines Disciplines are clearly identified 10 Relevant Discipline 1 Student identifies a relevant discipline according to known insights or ideas from within the discipline or according to the discipline’s perspective (theories, concepts, methods, research domain) 10 Relevant Discipline 2 Student identifies a relevant discipline according to known insights or ideas from within the discipline or according to the discipline’s perspective (theories, concepts, methods, research domain) 10 Relevant Discipline 3 Student identifies a relevant discipline according to known insights or ideas from within the discipline or according to the discipline’s perspective (theories, concepts, methods, research domain) 10 Explains a “Cognitive Advancement” Student expresses a benefit to interdisciplinary understanding in terms of an improved policy, understanding, product, etc. 10 Writing and Presentation Holds proper tone, clearly expresses ideas, avoids slang and ambiguous or unclear meaning. 10 TOTAL 100