Gamer Generation: The Ill Effects of Violent Video Games on Today’s Youth Michelene Thompson.
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Transcript of Gamer Generation: The Ill Effects of Violent Video Games on Today’s Youth Michelene Thompson.
![Page 1: Gamer Generation: The Ill Effects of Violent Video Games on Today’s Youth Michelene Thompson.](https://reader031.fdocuments.in/reader031/viewer/2022032203/56649db25503460f94aa1e30/html5/thumbnails/1.jpg)
Gamer Generation: The Ill Effects of Violent Video Games on Today’s Youth
Michelene Thompson
![Page 2: Gamer Generation: The Ill Effects of Violent Video Games on Today’s Youth Michelene Thompson.](https://reader031.fdocuments.in/reader031/viewer/2022032203/56649db25503460f94aa1e30/html5/thumbnails/2.jpg)
The issues of today.
There have been many claims that playing video games has resulted in increased violence amongst today’s youth. (1)
Studies have shown a correlation reaffirming these suspicions. (1)
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Video Game Playing in the U.S. 68% of American families play Video
Games. (5)
While the average player age is 35, 25% of gamers are under 18, and more than half of them started at a very early age. (5)
60% of gamers are Male, 40% are Female. (5)
Boys (age 13-15) average 14 hours per week playing video games, while girls of the same age average 6 hours per week. (1)
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The Good and WonderfulSeveral games provide a tool for learning.
(1)
Problem solving
Reading
Mathematics
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The BAD Unintended lessons. Children learn from what they see. What
do they see? (1)
Violence
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Top selling games One of the most popular gaming consoles
right now is the Xbox 360. The top 3 games sold for the Xbox 360 are:
Halo 3 (2)
Call of Duty: Modern Warfare 2 (3)
Gears of War (4)
All three of these games has earned an “M” Rating from the ESRB for reasons of violence, blood, and drug references.
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The ESRB(7)
The Entertainment Software Rating Board issues a rating for every game published in the United States.
These ratings are a guide for consumers about the ages that games are appropriate for playing.
EC: Early Childhood – Ages 3 and older. E: Everyone – Ages 6 and older. E 10+: Everyone – Ages 10 and older. T: Teen – Ages 13 and older. M: Mature – Ages 17 and older. AO: Adults Only – Ages 18 and older.
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Restrictions on purchasing games Retailers are prohibited from selling
games with a Mature rating to anyone under the age of 17.
Retailers are also prohibited from selling Adult Only rated games to minors.
92% of the time, parents are present during the purchase of a new game.
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The affects on children Increased adolescent hostility. (1)
More verbal arguments with teachers. (1)
Detriment to school grades. (1)
A rise in physical confrontations. (1)
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The Gentile Case Study (1)
607 8th and 9th grade students participated. 52% Male, 48% Female. Participants rated the top 3 games they
played most on a 7 point scale with respect to violence levels.
Students were also asked how much they played games and experienced other media on a weekly basis.
The students’ parents and teachers were contacted for disciplinary action info.
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The Results of the Study Positive correlation between exposure and
hostility levels. Children who were exposed more to violent
video games were (1): More argumentative. More verbally hostile. Less likely to succeed in getting good grades. Involved in more physical confrontations and
fights.
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Causes of the problems Children not realizing the severity of
consequences for actions in the real world. Overexposure to violence in the media. Lessening of face-to-face social interactions. Absence of parental responsibility.
Not observing game ratings. Parents not listening to restrictions on
purchasing. Lack of limiting time and exposure.
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Indiana University School of Medicine’s Study(6)
44 adolescents from Indiana were divided into two groups.
Group one played the nonviolent game, “Need for Speed: Underground”
Group two played, “Medal of Honor: Frontline” a violent game.
30 minutes later the researchers took scans of the youth’s brains.
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The study showed that those playing the violent game had increased activity in the part of the brain that deals with emotional arousal.
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Sources1. Gentile, Douglas A. “The effects of violent video game habits on
adolescent hostility, aggressive behaviors, and school performance.” Journal of Adolescence 27. Academic Press. 2004.
2. Sinclair, Brendan (2008-01-03). "MS: 17.7 million 360s sold". GameSpot.
3. Brightman, James (2009-12-14). "NPD: Top 10 Games Through November Reveal Nintendo Dominance". IndustryGamers.
4. Radd, David (2009-01-15). "Gears of War 2 Eclipses 4 Million Sold". GameDaily.
5. Entertainment Software Association. “Essential Facts About the Computer and Video Game Industry.” 2009.
6. Kalning, Kristin(2006-12-06). “Does Game Violence Make Teens Aggressive?” MSN Today.
7. Entertainment Software Rating Board. 2010.