Does Video Game Violence Affect Children? Abstract Does Video Game Violence Affect Children? This project shows if video game violence affects children. Many children between the ages of eight years old and ten years old will be observed before, during, and after playing violent video games. Looking for violent behavior before, during, and after playing violent video games is the whole experiment. The conclusion is that most children have no problems after playing the.
I think that most of the children will be unaffected by playing violent games. Most children have the ability to tell the difference between reality and a game, so they should act normally. But the others may have their behavior affected because of the lack of telling the difference between reality and pretend. For my experiment I used a Super Nintendo, Nintendo 64, Sega Genesis, Sony Playstation, and PC CD-ROM. The games I used were Mortal Kombat Trilogy (on Nintendo 64), Mortal Kombat II (on Super Nintendo), Mortal Kombat (on Sega Genesis), Killer Instinct Gold (on Nintendo 64), Power Rangers (on Sega Genesis), Tomb Raider (on PC CD-ROM), and Bishouju Senshi S ayla Moon SuperS (on Japanese Playstation).
The Essay on Violent Video Games Children Behavior Aggressive
The use of violent video games is on the rise. Once, video games depicted harmless fun with friendly characters to play with. But now, the games have become more violent at an alarming rate. And with the rise in popularity of these types of games, children are playing these graphically violent games. Many people wonder if the violence in video games has lasting affects on users, children in ...
The first step I used was gathering a group of children ages 8-10 years old (5 girls, and 5 boys), got their parents permission, and made sure they had no idea there was an experiment taking place.
The second step I took was observing the children play together before being exposed to violent video games, I looked for any sign of violent behavior. What I consider violent behavior is punching, kicking, slapping (even if no contact is made), and cussing. After watching them I discovered that none of them showed any signs of violent behavior. The third step was letting them play the video games. I had problems getting the five girls to play the games, they refused unless I let them play Sailor Moon first. After that was settled I observed their behavior and I noticed twitching fingers, eyebrows, and toes.
Fourth I let them play together again and observed their behavior for any signs of violence. Two days after they went home I called their parents and asked if their has been any change in their child’s behavior. Throughout most of the experiment the children have had no ‘bad’ behavioral problems until the end of my experiment. In the last phase of my experiment two of the boys had exhibited violent behavior, which was them pretending to fight. Also in the last phase of my experiment two of the girls seemed very disgusted after viewing ‘fatalities’ from Mortal Kombat Trilogy. Also when I called their houses one of the children’s parents notified me of unusually violent behavior the day before.
The results prove my hypothesis to be correct. Most of the children had no changes but some of them did. I think that if people explain to their children and teach them the difference between reality and a game there would be no problems with behavior after playing violent video games. Also I agree with the rating system used to regulate gaming, because some children are not ready to watch someone’s head get ripped off (even if the characters aren’t real) at a young age. A mistake I had made were not getting written permission for the use of their children in my experiment even though I did get verbal. Bibliography Mind at Play: The Psychology of Video Games Elizabeth F.
The Research paper on Serial Murder Child Abuse Behavior
The criminal homicide rate for the United States is currently at its lowest rate during the last forty years (6. 3 per 100, 000 people in 1998: Bureau of Justice Statistics); yet according to the media and entertainment fields, homicide is reaching epidemic proportions. Unfortunately these fields tend to exploit the concept of homicide in American society, rather than attempting to understand and ...
Loftus Youth Violence Michael D. BiskupFist, Stick, Knife, Gun Geoffrey, Canada Game Players magazine Game Fan magazine Electronic Gaming Monthly magazine PC Gamer magazine PC Novice magazine Bill’s Child Psychology Net Site Doug’s page O’ Video Game Violence.