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Violence in Video Games


Violence in Video Games Sean Y. Gyatso Assignment 7 CS 100-32 For example, on the market there is the Sony Playstation, Sony Playstation II, the X-Box, Nintendo 64, etc. – PowerPoint PPT presentation

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Title: Violence in Video Games

Violence in Video Games
  • Sean Y. Gyatso
  • Assignment 7
  • CS 100-32

Technology has come a long way over the years.
In the present time we are seeing more and more
violence as technology advances. The main targets
are young kids from ages 8 to 24 who are involved
in playing video games. Some of the graphics on
video games are affecting the kids in a
psychological way. Where aggression, violent
behavior and health are at risks. The video game
industry is a multi-billion dollar industry that
are making parents concerned about the kids
spending to much time playing games. Therefore,
weve raised the following questions If you play
video games with high violent content, does that
mean that the gamer will show a greater degree of
aggressiveness and violent towards others in
everyday lives? If not, why not? Does the outcome
depend on the personal and social characteristics
of the gamer such as age, gender, and educational
level? What are the advantages and disadvantages?
The application of science, especially to
industrial or commercial objectives.
  • For example, on the market there is the
    Sony Playstation, Sony Playstation II, the X-Box,
    Nintendo 64, etc. However, the majority of games
    still consist of punching, kicking, whipping,
    shooting, or otherwise killing the opponent in
    order to win the game. According, to Ken Writ,
    assistant vice-president of NEC, violent games
    are the most popular because the people who spend
    the most money on games are boys ages 10-16.
    People enjoy the action in violent games. In
    fact, between 1952 and 1964, television saw a 90
    increase in violent programming. Advertisers and
    producers created more violent shows because it
    quickly became apparent that Americans would soon
    watch something violent than something
    non-violent. Video game is like a virtual world
    where you have to complete the mission of the
    game and get points for reward. From the
    beginning, video games have contained violence
    whether it is destruction or killing the bad
    guys. Early games like space invaders contain
    violence because the player destroys waves of
    alien aircrafts towards you. Some people might
    argue that this is not a violent game because it
    has cartoon like graphics and not to detailed,
    but the question is what happens when the story
    line involves human characters and the graphics
    are much more detailed, with advancement of new
    technology and programming techniques.

In a nut shell
  • On the other hand, good-quality video games
    offer lots of benefits to kids such as
  • provide a fun and social form of entertainment
  • encourage teamwork, and increase children's
    self-confidence and self-esteem as they master
  • make kids feel comfortable with
    technologyparticularly important for girls, who
    don't use technology as much as boys
  • develop skills in reading, math, and
  • improve eye-hand coordination and fine motor
  • The main concern that crosses many peoples mind
    is how violent games have become. Parents blame
    the companies for creating the aggression with
    held in the games. In 1990 the Nintendo
    Entertainment System sold over
  • 7.2 million control decks,
  • 60 million game packs
  • 3.2 million Game Boy portable hand-held units
  • 9 million Game Boy game packs.

  • In conclusion, although there are many
    studies examining the effects of video games and
    violence, these studies seem to focus mainly on
    the possible short-term aggressive effects. There
    are very few and incomplete studies of long-term
    effects from violent video games. Further studies
    on the long-term effects from violent video games
    are needed as experts mentioned. I felt that the
    games are not the problem, but the lack of
    parents being there for their kids. Also, its up
    to the individual to control themselves, which
    involves emotions and making the right decisions.

  • Buchman, D., Funck, J. (1996). Playing Violent
    and Computer Games and Adolescent
    Self-Concept. Communication, Vol.26 (2),19-32.
  • Violence and Video Games (n.d). Retrieved April
    9, 2003, from           http//
  •  Quittner, J., (1999). Are Video Games Really so
    Bad?. Time, Vol.153 (18), 30-34.
  • Griffiths, M. (1999). Violent Video Games and
    Aggression A Review of Literature.     
    Aggression and Violent Behavior, Vol.4 (10),
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