Good Titles for Essays About Video Game Violence Text

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Parents 2: healthy living: video games will make your kids violent and more likely to fail at school, according to new research. Do some video games encourage violence? one former soldier thinks that this type of entertainment is teaching kids to kill. Retrieved from study finds competition in video games, not violence, causes aggression. A cause of violence and aggression. lester haines, 2005, aug 15 , violent video games do not cause aggression, retrieved from we at take great pride in our customers' satisfaction.

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Take that initial first step with our services at today and you'll be pleased with the results! our writers can help get your essay back on track, take a look at our services to learn more about how we can help. Essay writing service essay marking service place an order in january of 2001, the surgeon general david satcher released his report findings concluding that, youth crime rate was not rising, and that the increase youth crime rate was merely a myth. Ldquo since 1993, when the epidemic peaked, youth violence has declined significantly nationwide, as signaled by downward trends in arrest records, victimization data, and hospital emergency room records rdquo satcher, 2001.

Snyder, 2006 this goes contrary to the claims of those who say that violent video games are teaching youth to use guns. The study performed by surgeon general satcher, along with other research performed on the topic, further substantiates the argument that violent content found within video games is not the cause for violent acts committed by the youth. According to the surgeon general, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. Satcher, 2001 the reality is recent reporting has shown a decrease regarding violence in teens since games have become more graphic.

The violent crime rate has decreased from a rate of 51 victimizations per 1,0 members of the population age 12 and over in 1994, down to 21 per 1,0 members in 2005. Bureau of statistics, 2006 in addition, the juvenile violent crime index has also shown a declining rate since 1994. Crimes of murder committed by juvenile offenders have actually fallen 65% from 1994 to 2002. Snyder amp sickmund, 2006 although the crime rate has declined, concern regarding violent acts by juveniles is still an issue the public continues to hold fast on its views that children participating in playing violent video games are being led to commit violent acts. Theorists such as bruce barthalow, mark sestir and edward davis have based their opinions according to a large quantity of research performed by many esteemed scholars. They state that a connection has been made known between real life violent crimes and violent content in video games. Barthalow, sestir amp davis, 2005 the main positions in the argument for these theorists are derived from results of several types of studies, lab experiments, field studies as well as correlation studies.

However, co relational studies and other studies such as those cannot account for whether or not violent video games can cause aggression. Furthermore, some co relational studies find no significant relationship with aggression. Even still, those studies cannot prove violence contained in video games is the cause of true life violence. After all, what is lacking from the studies used video game research? crucial factors are missing in research studies conducted on violent video games. Their free will and freedom of choice are not included when researches test their theories. They are selected to play a video game not of their choosing, when the action of play is in essence, a self directed and voluntary activity.

The element of forced exposure to a video game can alter the player rsquo s reaction to the experience. Play is not an action that can be recreated in an experiment held in a laboratory. For example, ldquo the duration of play is too short, typically 5 15 minutes, for anything like the play experience to be duplicated rdquo calvert amp tan, 1994. A video game is played by individuals for entertainment and therefore, being instructed to ldquo play rdquo a video game defeats the purpose of electing to play for amusement. The studies performed do not take in to consideration why individuals play video games at all.

Calvert amp tan, 1994 research on video games also fail to recognize that a player of video games participates freely and ceases to play when they so desire. Calvert amp tan, 1994 players are free to enter the world they create for themselves in these games, and this freedom remains missing from the laboratory studies conducted on violent video games. Studies completed have concluded that there has been no definitive link between violent acts and violent content found in video games, and that some fashion violent video games may actually provide a venue for children to vent their aggressions, rather than taking physically taking action.

Who wrote this essay request removal example essays in studies performed by the u.s. Department of justice rsquo s, office of justice programs, it is reported that the largest influential factor in adolescent delinquency is the family dynamics within the children rsquo s homes. They play an important role in the child rsquo s life and are responsible to provide them with guidance as to what is wrong or right. If children cannot clearly determine the differences between fantasy life in video games and reality, they cannot be blamed for committed violent acts such as those contained within video games. Without parental guidance, children are susceptible to misinterpret scenarios they come across in real life.

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2003 violence from video games will not make submissive adolescents violent when they have been made aware of the limits within a fictional world. Many factors can cause a child rsquo s incapacity to make a distinction regarding right from wrong, reality from fiction. An adolescent or teenager may be lacking the maturity level necessary to understand the impact of their actions, or perhaps can suffer from mental instability limiting their perception of reality. However, is it the violent content found within video games to blame? the studies suggest that when parents actively participate in a child rsquo s life, discuss real life conflicts, the inappropriateness violent solutions, and help the child generate alternative solutions to violent actions, it can help reduce the actual impact of media violence on the youth. 2003 psychologists have also concluded that, children whose parents have regulated the length of time video games are played are less likely to show aggressive behavior.

2003 it is the parent rsquo s responsibility to monitor their children and to educate them. It is a parent rsquo s role to discipline their children and to teach them social norms and values. It is the parent rsquo s duty to their children, to ensure they are taught the consequences of their behavior, as well as right from wrong. Parents should be the ultimate decision makers of what they allow their child to watch, play or do. Parents have the responsibility to be aware of the content involved in the games their child plays. Video games are labeled to describe the content within them, as well as specify when they include strong language, violence, mature sexual themes, as well as other subject matter that may be unsuitable for a child.

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In 1994, the video game industry established the entertainment software ratings board esrb , a self regulating labeling body. Entertainment software association, 2006 the esrb ratings method is astonishingly all inclusive. Practically every title produced by major game developers for retail sale today carries an esrb rating and content descriptors. Ldquo the esrb rating system helps parents and other consumers choose the games that are right for their families.

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Esrb ratings have two parts: rating symbols that suggest what age group the game is best for, and content descriptors that indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern rdquo entertainment software association, 2006. These ratings provide the parents with information they need to determine whether the video games is suitable for their child to play. Even with the ratings and the violent content, some parents still purchase these games for their young children without screening the video games. According to the entertainment software association, 89% of the time parents are present at the time games are purchased or rented, 61% of parents believe games are a positive part of their children rsquo s lives, and 87% of the time children receive their parents rsquo permission before purchasing or renting a game. Entertainment software association, 2006 parents, teachers, guardians, mentors or anyone else a child may look to for guidance, should be able to provide them with proper direction, lessons about choice and consequences in life that could affect them and those they hold close as well. Ldquo when the fantasy world is brought into the picture, these lessons should let the child know that certain actions in a fantasy world are not appropriate in the real world, thus the separation rdquo goldstein, 2001.