Grin logo
de en es fr
Shop
GRIN Website
Publish your texts - enjoy our full service for authors
Go to shop › Business economics - Information Management

The Link Between Video Games and Violence

Title: The Link Between Video Games and Violence

Research Paper (undergraduate) , 2007 , 12 Pages , Grade: 2:1

Autor:in: Rahul Massey (Author)

Business economics - Information Management
Excerpt & Details   Look inside the ebook
Summary Excerpt Details

From humble beginnings in the late 1970’s, when they were considered to be a passing fad and catered mostly to a niche of technology lovers, the video game industry has mushroomed and now caters to a huge market worth $7.1 billion in the United States alone. However, despite this level of popularity and the fact that video games are fast eclipsing Hollywood as the premier entertainment industry, the amount of research that has gone into the effects of games is still insignificant. The purpose of this paper, then, is to investigate existing research into this field, and see if there is any basis behind the reasoning that video games actually promote violence in real life, or whether this is just a tide that has caught on due to sensationalist reporting.

Excerpt


Table of Contents

1. Introduction

2. Case For

3. Case Against

4. Arguments on Balance

5. Conclusion

Research Objectives and Themes

This paper examines the ongoing debate regarding the potential causal link between violent video games and real-world aggression, aiming to determine if scientific evidence supports the claim that games inspire criminal behavior or if such assertions are primarily driven by sensationalist reporting.

  • The historical context and rise of the video game industry.
  • An analysis of high-profile criminal cases linked to popular video games.
  • Evaluation of scientific research on desensitization and aggressive behavior.
  • Examination of media influence, political posturing, and the role of scapegoating.
  • Discussion of individual predispositions versus game content as primary drivers of violence.

Excerpt from the Publication

Case Against

Which leads us to the point, what of the vast majority of players who do not seem to commit any violence? The theory that video game violence provides inspiration for its real life counterpart begins to appear a bit thin when you consider that, of all the people have played Grand Theft Auto III, fewer than half a dozen actually went on to attempt murder in real life- and something like 34.99 million did not. Of course, mere numbers and hypothesis cannot support a conclusion- after all, even one murder is too many. But the fact remains, that despite all the well-publicised ‘connections’ between real and virtual violence, scientific research remains inconclusive- if not contrary.

After calls from politicians and parental pressure groups to crackdown on gory games such as Manhunt and GTA, the BBFC commissioned a study into the effects such games have into the player’s psyche. The study processed opinions from those most affected by the phenomenon- young men and boys who often reported that they felt hooked to the games from the moment they woke (Sherwin, 2007, The Times). The study found that almost all players could easily discern between the make-believe violence in video games and brutality in real life. In fact, the players said that while they

Summary of Chapters

Introduction: Outlines the rapid growth of the video game industry and the emergence of public concern regarding potential links between game violence and criminal behavior.

Case For: Presents arguments and incidents, such as the Columbine shooting and other high-profile crimes, that have been blamed on the influence of violent video games.

Case Against: Discusses counter-arguments, including studies that suggest players can distinguish between fantasy and reality, and highlights the lack of conclusive evidence linking gaming to real-world aggression.

Arguments on Balance: Evaluates the limitations of existing research and suggests that individual predispositions are more critical than the content of the games themselves.

Conclusion: Summarizes that there is no definitive evidence supporting the claim that video games cause real-world violence, advocating for a more balanced perspective on the medium.

Keywords

Video games, violence, aggression, Columbine, media influence, interactive media, desensitization, psychology, criminal behavior, scapegoating, gameplay, social behavior, virtual reality, censorship, public opinion

Frequently Asked Questions

What is the primary subject of this paper?

This paper investigates whether there is a scientifically valid correlation between playing violent video games and the occurrence of real-life violent crimes.

What are the main thematic areas covered?

The core themes include media reporting, political reactions to gaming, psychological research on aggression, and the distinction between virtual and real-world violence.

What is the research goal of this work?

The author aims to determine if the assertion that video games promote real-world violence is fact-based or merely a product of sensationalist media coverage.

Which research methodology is applied?

The work utilizes a literature and case study review approach, analyzing existing academic research, psychological studies, and media coverage of specific violent events.

What does the main body discuss?

The body analyzes arguments from both sides: the "Case For" (linking games to violence) and the "Case Against" (disputing those links), followed by a balanced critique of available scientific data.

Which keywords characterize this work?

Key terms include video games, aggression, desensitization, media influence, psychology, and criminal behavior.

How does the paper interpret the role of games like Doom or Grand Theft Auto?

The paper discusses these games as popular cultural phenomena that have frequently been blamed for tragedies, despite the fact that millions of players do not go on to commit crimes.

What does the author suggest about "High-Risk" players?

The author argues that violence issues typically arise in individuals who already possess pre-existing psychological tendencies toward aggression or low self-esteem, rather than the games themselves causing the behavior.

What is the author's conclusion on the role of politicians and the media?

The author suggests that politicians and the media often use video games as "scapegoats" for deeper societal problems because such issues provide high visibility and political advantage.

What is the final verdict on the violence-gaming debate?

The paper concludes that there is no conclusive scientific evidence to support a causal link, and that blaming video games is unfair given that the vast majority of players do not display violent tendencies.

Excerpt out of 12 pages  - scroll top

Details

Title
The Link Between Video Games and Violence
College
University of West Scotland
Course
Professional, Legal and Ethical Issues in IT
Grade
2:1
Author
Rahul Massey (Author)
Publication Year
2007
Pages
12
Catalog Number
V127900
ISBN (eBook)
9783640378920
ISBN (Book)
9783640378999
Language
English
Tags
Link Between Video Games Violence
Product Safety
GRIN Publishing GmbH
Quote paper
Rahul Massey (Author), 2007, The Link Between Video Games and Violence, Munich, GRIN Verlag, https://www.grin.com/document/127900
Look inside the ebook
  • Depending on your browser, you might see this message in place of the failed image.
  • Depending on your browser, you might see this message in place of the failed image.
  • Depending on your browser, you might see this message in place of the failed image.
  • Depending on your browser, you might see this message in place of the failed image.
  • Depending on your browser, you might see this message in place of the failed image.
  • Depending on your browser, you might see this message in place of the failed image.
Excerpt from  12  pages
Grin logo
  • Grin.com
  • Shipping
  • Contact
  • Privacy
  • Terms
  • Imprint