Monday 15 November 2010

Research and Articles for Critical Investigation

Separating fact from fiction in video game debate
Source: Tampa Bay Online

Key Quotes:

"Our overriding concern is that the science has been poorly communicated to the general public, exaggerating the notion of harmful effects and giving rise to urban legends such as that the "interactive" nature of video games makes them more harmful (not one iota of evidence to support such a belief) or that media violence effects are similar to smoking and lung cancer research (an obviously absurd claim)."

"As video games have soared in popularity, youth violence has plummeted to 40-year lows. Of course, video games are probably not the cause of this decline, but we now know video games have not sparked a youth violence crisis."

"A voluntary Entertainment Software Rating Board (ESRB) rating system (much like the voluntary movie rating system, which is not government regulated, contrary to misunderstanding) already exists and is working well."



Relevance: Argues against the negative effects of Video-game violence and questions popular arguments and studies.





Video Games: A Cause of Violence and Aggression
Source: Serendip
Key Quotes:

"Other games such as Unreal Tournament and Half-Life are gorier. In these games when characters get shot a large spray of blood covers the walls and floor near the character, and on the occasions when explosives are used, the characters burst into small but recognizable body parts."

"Results indicated that college students who had played a violent virtual reality game had a higher heart rate, reported more dizziness and nausea, and exhibited more aggressive thoughts in a posttest than those who had played a nonviolent game do."

"In order to totally assess the effects of game violence on its users, the limiting conditions under which there are effects must be taken into account, which include age, gender, and class/level of education."



Relevance: Shows various studies and arguments that support the notion of videogame violence leading to real violence.



Could Violent Video Games Reduce Rather Than Increase Violence?

Source: Science Daily
Key Quotes:

"Award-winning video games, such as the Grand Theft Auto series, thrive on murder, theft, and destruction on every imaginable level explains Kierkegaard, and gamers boost their chances of winning the game by a virtual visit to a prostitute with subsequent violent mugging and recovery of monies exchanged."

"Kierkegaard points out that these violent games are growing more realistic with each passing year and most relish their plots of violence, aggression and gender bias. But, he asks, "Is there any scientific evidence to support the claims that violent games contribute to aggressive and violent behaviour?"

"However, Kierkegaard explains, there is no obvious link between real-world violence statistics and the advent of video games. If anything, the effect seems to be the exact opposite and one might argue that video game usage has reduced real violence."




Do violent video games lead to real violence?
Source: HowStuffWorks
Key Quotes:

"Many people wonder how this type of exposure to violence as an adolescent effects social behavior. The rise in dramatically violent shootings by teenagers, many of whom apparently play violent video games, is helping the argument that video game violence translates into real-world situations. "

"Other people aren't convinced and insist that video games are a scapegoat for a shocking social trend that has people scared and looking to place blame. Entertainment media has always made a great scapegoat: In the 1950s, lots of people blamed comic books for kids' bad behavior"

"Researchers scanned the brains of 44 kids immediately after they played video games. Half of the kids played "Need for Speed: Underground," an action racing game that doesn't have a violent component. The other half played "Medal of Honor: Frontline," an action game that includes violent first-person shooter activity (the game revolves around the player's point of view). The brain scans of the kids who played the violent game showed increased activity in the amygdala, which stimulates emotions, and decreased activity in the prefrontal lobe, which regulates inhibition, self-control and concentration. These activity changes didn't show up on the brain scans of the kids playing "Need for Speed.""

Do violent computer games turn us into killers?
Source: TheGuardian.co.uk
Key Quotes:


Will photorealism make murderers of us all?
Source: TheGuardian.co.uk
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Video games are good for children - EU report
Source: TheGuardian.co.uk
Key Quotes:

Study finds link between long-term aggression and video game violence
Source: TheGuardian.co.uk
Key Quotes:

The player: games do not kill empathy
Source: TheGuardian.co.uk
Key Quotes:

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