~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Edit: This information was compiled by using the free resources of the internet, but regardless, I was the one who took the time to compile it into a paper. As such, if you want to use me as a citation, or refer to this, feel free, but at the very least, give me credit.
I'd appreciate if you asked me in a PM, and would even appreciate it more if you sent me a final copy of the paper
Thank you, Dreams In Vana'diel community.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Being the person who I am, when I find something that I know will stir up the opinions of the forum, it is my civic duty to bring this to light. In any case, I just finished writing my speech for English class, and I wanted to share it with the intelligent people on this forum.
We're all gamers, so I pretty much know what the feedback is going to be in regards to my content, but I suppose I'm looking for critique on certain points that may be off, or information that needs better citations. I'm not physically handing this in, I have an outline for that, but this is what I'll be reading (sans the parenthesi)
Not like it'll help much, cause I'm presenting this in about 7ish hours, but it couldn't hurt to have gamers tell me where the holes are so I can expect the worst from my teacher ._. enjoy!
Edit: This information was compiled by using the free resources of the internet, but regardless, I was the one who took the time to compile it into a paper. As such, if you want to use me as a citation, or refer to this, feel free, but at the very least, give me credit.
I'd appreciate if you asked me in a PM, and would even appreciate it more if you sent me a final copy of the paper
Thank you, Dreams In Vana'diel community.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Being the person who I am, when I find something that I know will stir up the opinions of the forum, it is my civic duty to bring this to light. In any case, I just finished writing my speech for English class, and I wanted to share it with the intelligent people on this forum.
We're all gamers, so I pretty much know what the feedback is going to be in regards to my content, but I suppose I'm looking for critique on certain points that may be off, or information that needs better citations. I'm not physically handing this in, I have an outline for that, but this is what I'll be reading (sans the parenthesi)
Not like it'll help much, cause I'm presenting this in about 7ish hours, but it couldn't hurt to have gamers tell me where the holes are so I can expect the worst from my teacher ._. enjoy!
The year was 1967, and the engineers at Sanders Associates, a New Hampshire-based defense contractor, came up with the concept of building a game that could be connected to a television set.
It was from this, that the idea of catching a dot that flew across the screen with dots controlled by the player was manifested. Over time, the dots controlled by the players became paddles, and the first video game, Pong, was born.
Fast-forward 40 years, and gaming has evolved above and beyond mere dots on a screen moving back and forth on a two-dimensional plane. Gaming has essentially become a visual medium, much akin to movies and other forms of entertainment, with graphical prowess, storylines and emotional ties to characters that rival what the best movies and books are able to create. As such, there are standards to be met in terms of visual presentation, content, interactivity and replay ability.
Gaming did not officially become a household commodity until 1977, when the Atari 2600 was released by a North American company of the same name. Now it is 2006, and, according to The NPD Group, a well-accredited, New York-based market research firm, the video game industry pulled in over 10 billion dollars this year, a 6% increase, and making this business more profitable than the movie industry. (1)
It has only taken gaming one-third of the time to do what it took the movie industry over 75 years to accomplish.
However, all is not well in the land of gaming. Much different from other forms of entertainment, gaming gives a greater sense of enjoyment to the consumer due to the fact that they are in control of the events. This immersion and manipulation is what sets video games apart from music videos, television and even movies; gamers receive an escape from reality unlike anything else deliverable.
While a great source of entertainment, studies have begun to determine the effects video games have on the body, the brain and the nervous system. (2)
It is from these questions that the media is often the scapegoat for an already existing problem: teen violence. According to the TalkXbox news group, “Blaming a simulation of violence for today’s teen violence seems rather irrelevant when looking at past entertainments that have been used by different societies to entertain themselves.†(3)
The editorial goes on to state that, “Simulations and real, live shows of death and murder have been a part of society on different scales for hundreds of year.†Throughout human history, this point is evident because public displays of violence ranged from using stockades to events such as the Roman Gladiatorial Munera and even the Spanish Inquisition.
There is very little evidence that the children during these time periods would pick up a sword or spear, and kill their classmates because of what they saw in the rings. “They saw death with their own eyes, not just simulations, and knew the difference between picking up a sword and killing someone and picking up a wooden sword and re-enacting their favourite battles as a star gladiator.â€
Even more currently would be the children of the fifties who re-enacted battles between “Cowboys and Indiansâ€. Yet throughout the post-World War II era, there was never a single incident of a child picking up a bow and arrow set and/or a real gun and killing their classmates just because they were picked upon. Compared to today, the Cowboys and Indians on television in the fifties seemed every bit as “real†to those kids back then as the video games on television sets in our homes nowadays seem to our younger generation, and yet, there was still no violence.
According to Henry Jenkins (6), the director of comparative studies at MIT, there are, among many others, 2 main points, or “myths†about the correlation between video games and violence. The first is: “the availability of video games has led to an epidemic of youth violence.†Jenkins disputes this, citing the federal crime statistics that the rate of juvenile crime in the United States is at an all time low. The relation between youth violence and video games is inconclusive, because according to the Entertainment Software Association, 90 percent of young boys and 40 percent of young girls play video games, hence, meaning the fact that most juvenile delinquents play video games is not that shocking of a number, and is not a fair element to be referred to in this argument.
In fact, as seen in a 2001 report by the US Surgeon General, “the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure.â€
Even worse, the panic over violent video games is a visible catalyst to the problem, because it has led authoritative figures such as teachers, parents and politicians, to be more “suspicious and hostile to many kids who already feel cut off from the system.†This, essentially, according to Jenkins, “misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester.â€
The second and worse problem that Jenkins talks about is “scientific evidence links violent game play with youth aggression.â€
There have been many studies on the state of “video game addictions,†but the results are inconclusive here, as well. According to a study reported in the November 26, 2000 edition of the BBC news by Calvert and Tan, “college students who played a violent video game reported more aggressive thoughts after playing the game than college students who played a nonviolent game.†(4)
Conversely, however, other researchers claim that, “video games purge one's desire to act violently and thus reduce the amount of violence in which a person will engage.†There is also evidence, according to the publication “The Parent Report,†that playing video games, “may improve spatial abilities, the ability to create and apply multiple strategies, and may help develop critical analyzing techniques.†(5)
Studies show that playing video games increases the dopamine level in the body, and, according to Wikipedia, drugs that utilize dopamine can produce effects such as increased heart rate and blood pressure. As true as these studies are, they are inconclusive in correlating video games to this, simply because, as a naturally created product of the body, dopamine is present in many activities that bring pleasure to the person, such as food, sex and the usage of certain drugs.
In his report, Jenkins stated, “Most studies found a correlation, not a causal relationship, which means the research could simply show that aggressive people like aggressive entertainment.†The only thing that this research can boldly prove is that violent video games may be one risk factor which can contribute to anti-social behavior. This information needs to be coupled with other more immediate, real-world influences, such as home life and economic standing.
In conclusion, no research has found that, “video games are a primary factor or that violent video game play could turn an otherwise normal person into a killer,†and there is substantial evidence showing that video games have no long-term effects on a person (Griffiths, 1999).
As Griffiths (1999) found in his research, although there are many studies examining the effects of video game and aggression, these studies seem to focus mainly on the possible short-term aggressive effects. In addition, the conditions in which these tests were held were not positively conductive to the video gaming environment that most gamers enjoy.
There have also been many studies that have found a positive correlation between negative behavior, such as aggression, and video and computer game violence (Anderson, 1986; Malouff et al, 1988), but the downside of these studies is that merely the short-term effects were observed. These results are rendered inconclusive due to the fact that out of the juvenile violence-related cases, the vast majority did not have contact or access to video game media in the preceding days leading up to the infractions.
While it cannot be denied that video games affect the mental, physical and emotional disposition of those that play them, to not take into consideration economical, social and political factors is not exploring the situation to the fullest and truest extent.
Thank you for your time.
(1) http://www.npd.com
(2) http://www.newscientist.com/article.ns?id=dn8449
(3) http://www.talkxbox.com/editorial78.html
(4) http://news.bbc.co.uk/1/hi/uk/1036088.stm
(5) http://www.theparentreport.com/resou...lture/130.html
(6) http://www.pbs.org/kcts/videogamerev...act/myths.html
(7) http://www.nlm.nih.gov/medlineplus/encyclopedia.html
(8) http://www.fbi.gov/priorities/priorities.htm
It was from this, that the idea of catching a dot that flew across the screen with dots controlled by the player was manifested. Over time, the dots controlled by the players became paddles, and the first video game, Pong, was born.
Fast-forward 40 years, and gaming has evolved above and beyond mere dots on a screen moving back and forth on a two-dimensional plane. Gaming has essentially become a visual medium, much akin to movies and other forms of entertainment, with graphical prowess, storylines and emotional ties to characters that rival what the best movies and books are able to create. As such, there are standards to be met in terms of visual presentation, content, interactivity and replay ability.
Gaming did not officially become a household commodity until 1977, when the Atari 2600 was released by a North American company of the same name. Now it is 2006, and, according to The NPD Group, a well-accredited, New York-based market research firm, the video game industry pulled in over 10 billion dollars this year, a 6% increase, and making this business more profitable than the movie industry. (1)
It has only taken gaming one-third of the time to do what it took the movie industry over 75 years to accomplish.
However, all is not well in the land of gaming. Much different from other forms of entertainment, gaming gives a greater sense of enjoyment to the consumer due to the fact that they are in control of the events. This immersion and manipulation is what sets video games apart from music videos, television and even movies; gamers receive an escape from reality unlike anything else deliverable.
While a great source of entertainment, studies have begun to determine the effects video games have on the body, the brain and the nervous system. (2)
It is from these questions that the media is often the scapegoat for an already existing problem: teen violence. According to the TalkXbox news group, “Blaming a simulation of violence for today’s teen violence seems rather irrelevant when looking at past entertainments that have been used by different societies to entertain themselves.†(3)
The editorial goes on to state that, “Simulations and real, live shows of death and murder have been a part of society on different scales for hundreds of year.†Throughout human history, this point is evident because public displays of violence ranged from using stockades to events such as the Roman Gladiatorial Munera and even the Spanish Inquisition.
There is very little evidence that the children during these time periods would pick up a sword or spear, and kill their classmates because of what they saw in the rings. “They saw death with their own eyes, not just simulations, and knew the difference between picking up a sword and killing someone and picking up a wooden sword and re-enacting their favourite battles as a star gladiator.â€
Even more currently would be the children of the fifties who re-enacted battles between “Cowboys and Indiansâ€. Yet throughout the post-World War II era, there was never a single incident of a child picking up a bow and arrow set and/or a real gun and killing their classmates just because they were picked upon. Compared to today, the Cowboys and Indians on television in the fifties seemed every bit as “real†to those kids back then as the video games on television sets in our homes nowadays seem to our younger generation, and yet, there was still no violence.
According to Henry Jenkins (6), the director of comparative studies at MIT, there are, among many others, 2 main points, or “myths†about the correlation between video games and violence. The first is: “the availability of video games has led to an epidemic of youth violence.†Jenkins disputes this, citing the federal crime statistics that the rate of juvenile crime in the United States is at an all time low. The relation between youth violence and video games is inconclusive, because according to the Entertainment Software Association, 90 percent of young boys and 40 percent of young girls play video games, hence, meaning the fact that most juvenile delinquents play video games is not that shocking of a number, and is not a fair element to be referred to in this argument.
In fact, as seen in a 2001 report by the US Surgeon General, “the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure.â€
Even worse, the panic over violent video games is a visible catalyst to the problem, because it has led authoritative figures such as teachers, parents and politicians, to be more “suspicious and hostile to many kids who already feel cut off from the system.†This, essentially, according to Jenkins, “misdirects energy away from eliminating the actual causes of youth violence and allows problems to continue to fester.â€
The second and worse problem that Jenkins talks about is “scientific evidence links violent game play with youth aggression.â€
There have been many studies on the state of “video game addictions,†but the results are inconclusive here, as well. According to a study reported in the November 26, 2000 edition of the BBC news by Calvert and Tan, “college students who played a violent video game reported more aggressive thoughts after playing the game than college students who played a nonviolent game.†(4)
Conversely, however, other researchers claim that, “video games purge one's desire to act violently and thus reduce the amount of violence in which a person will engage.†There is also evidence, according to the publication “The Parent Report,†that playing video games, “may improve spatial abilities, the ability to create and apply multiple strategies, and may help develop critical analyzing techniques.†(5)
Studies show that playing video games increases the dopamine level in the body, and, according to Wikipedia, drugs that utilize dopamine can produce effects such as increased heart rate and blood pressure. As true as these studies are, they are inconclusive in correlating video games to this, simply because, as a naturally created product of the body, dopamine is present in many activities that bring pleasure to the person, such as food, sex and the usage of certain drugs.
In his report, Jenkins stated, “Most studies found a correlation, not a causal relationship, which means the research could simply show that aggressive people like aggressive entertainment.†The only thing that this research can boldly prove is that violent video games may be one risk factor which can contribute to anti-social behavior. This information needs to be coupled with other more immediate, real-world influences, such as home life and economic standing.
In conclusion, no research has found that, “video games are a primary factor or that violent video game play could turn an otherwise normal person into a killer,†and there is substantial evidence showing that video games have no long-term effects on a person (Griffiths, 1999).
As Griffiths (1999) found in his research, although there are many studies examining the effects of video game and aggression, these studies seem to focus mainly on the possible short-term aggressive effects. In addition, the conditions in which these tests were held were not positively conductive to the video gaming environment that most gamers enjoy.
There have also been many studies that have found a positive correlation between negative behavior, such as aggression, and video and computer game violence (Anderson, 1986; Malouff et al, 1988), but the downside of these studies is that merely the short-term effects were observed. These results are rendered inconclusive due to the fact that out of the juvenile violence-related cases, the vast majority did not have contact or access to video game media in the preceding days leading up to the infractions.
While it cannot be denied that video games affect the mental, physical and emotional disposition of those that play them, to not take into consideration economical, social and political factors is not exploring the situation to the fullest and truest extent.
Thank you for your time.
(1) http://www.npd.com
(2) http://www.newscientist.com/article.ns?id=dn8449
(3) http://www.talkxbox.com/editorial78.html
(4) http://news.bbc.co.uk/1/hi/uk/1036088.stm
(5) http://www.theparentreport.com/resou...lture/130.html
(6) http://www.pbs.org/kcts/videogamerev...act/myths.html
(7) http://www.nlm.nih.gov/medlineplus/encyclopedia.html
(8) http://www.fbi.gov/priorities/priorities.htm
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