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Effectiveness of Video Game Violence

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By: Trenton McNabb Games Shrek 2 Spongebob Square Pants Movie Game The Incredibles The Polar Express Donkey Konga Zoo Tycoon 2 Paper Mario: The Thousand-Year Door ... – PowerPoint PPT presentation

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Title: Effectiveness of Video Game Violence


1
Effectiveness of Video Game Violence
  • By Trenton McNabb

2
Games
  • Shrek 2
  • Spongebob Square Pants Movie Game
  • The Incredibles
  • The Polar Express
  • Donkey Konga
  • Zoo Tycoon 2
  • Paper Mario The Thousand-Year Door

3
Games (Cont.)
  • Halo 2
  • Manhunt
  • Dead or Alive Xtreme Beach Volleyball
  • Def Jam Vendetta
  • True Crime Streets of L.A
  • Backyard Wrestling Don't try this at home
  • Max Payne 2
  • Doom 3
  • Grand Theft Auto San Andreas
  • Half Life 2
  • Mortal Kombat

4
Thesis
  • Violent video games do desensitize a player to
    violence therefore, will make a player more
    violent in a given situation had they not played
    violent video games.

5
Study by David Walsh, Ph.D.
  • In a study of 8th and 9th graders, students who
    played more violent video games were also more
    likely to see the world as a hostile place.
  • Children with the lowest hostility scores are
    almost 10 times more likely to have been involved
    in physical fights if they play a lot of violent
    video games than if they do not play violent
    games

6
Game Companies DO Target Kids
  • In a report by the Federal Trade Commission, of
    118 "M" rated games, 70 were targeted to
    children under 17 years of age (FTC, 2000).
  • Unaccompanied children, ages 13 to 16, were able
    to buy "M" rated video games 85 of the time
    (FTC, 2000).
  • 60-90 of the most popular video games have
    violent themes
  • 59 of fourth grade girls and 73 of fourth grade
    boys say that the majority of their favorite
    video games are violent

7
Immediate Results of Game Violence
  • Interview with Dr. Craig A. Anderson about a
    study he conducted.
  • 1. Aggressive thoughts increase, which in turn
    increase the likelihood that a mild or ambiguous
    provocation will be interpreted in a hostile
    fashion.
  • 2. Aggressive (or hostile) affect increases.

8
Immediate Results of Game Violence (cont.)
  • 3. General arousal (e.g., heart rate) increases,
    which tends to increase the dominant behavioral
    tendency.
  • 4. People learn new aggressive behaviors by
    observing, and will reenact them almost
    immediately afterwards if the situational context
    is sufficiently similar.

9
Game Ratings
  • EC (Early Childhood) may be suitable for ages
    3. Contains no material that parents would find
    inappropriate.
  • E (Everyone) may be suitable for ages 6. May
    contain minimal violence, some comic mischief
    and/or mild language.
  • E10 ( Everyone 10) may be suitable for ages
    10. Titles in this category may contain more
    cartoon, fantasy or mild violence, mild language,
    and/or minimal suggestive themes.
  • T (Teen) may be suitable for ages 13. May
    contain violent content, mild or strong language,
    and/or suggestive themes.

10
Game Ratings (Cont.)
  • M (Mature) may be suitable for persons ages 17.
    May contain mature sexual themes, more intense
    violence and/or strong language.
  • AO (Adults Only) have content suitable only for
    adults. May include graphic depictions of sex
    and/or violence. Adult Only products are not
    intended for persons under the age of 18.
  • RP (Rating Pending) Titles have been submitted
    and are awaiting final rating.

11
Credits
  • www.MediaFamily.org
  • Dr. Craig A. Anderson
  • Federal Trade Commission (2000). Marketing
    violent entertainment to children A review of
    self-regulation and industry practices in the
    motion picture, music recording electronic game
    industries. Washington, DC Federal Trade
    Commission.
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