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Category: Unit 2 (Page 1 of 32)

Conclusion

 Through my research, I learned that Violent games trigger most young people emotionally to be violent even for a little bit in and after their gaming session. Even though there are people who are against my opinion, I truly believe and support those research which agrees with me, I support those research because I have experienced the aggression myself and have seen it in others. Besides these games could not only be violent in real life it could bring bad health for a person. In order to get away from isolation, they put themselves into these violent games, and as there is almost nothing to guide them they take that game as guidance and use that in real life. In some households, the kids are so deep in games that they don’t get any time to shower, eating or just talking with anyone for a little bit. Knowing about how we can control this will really help many people in their life. They can be good on their health, wealth, and using their valuable time on good things.

Annoying ways people use sources

In the essay “Annoying ways people use sources” By Kyle Stedman it talks about how to use sources effectively. One way he said how to use it was to tell the readers that you’re making the quote like how I did a moment ago. He quotes his student Alexandra on an effective way to use a quote. First she introduces the quote than after the quote she analyzes it to draw a conclusion. Kyle Stedman claims that “A poorly introduced quote can lead readers to a exclamation: “It just came out of no where!”. I agree because it sounds like the writer didn’t put much thought into the writing when they quote without an introduction first. One thing i have learned form reading his article is that I should set up the quote differently based on the genre i and currently writing in

source 1- 4

Bailey, et al. “Kill Pixels, Not People: Exploding the Fake Scientific Consensus on Violent Video Games.” ” By Bailey, Ronald – Reason, Vol. 46, Issue 9, February 2015 | Online Research Library: Questia Reader, Https://Www.questia.com/, Feb. 2015, www.questia.com/read/1G1-396430960/kill-pixels-not-people-exploding-the-fake-scientific.  

Source 1: Magazine

Summary: In 2003, in an article, Iowa State psychologist Craig Anderson and the Ohio State psychologist Brad Bushman claimed that media violence leads to aggression, and in 2007, University of New Mexico pediatrician Victor Strasburger estimated that 10 percent to 30 percent of the violence in society was attributable to media content.  What is the evidence linking media violence leads to aggression? A lot of it comes from experiments in which undergraduates view violent scenes or play shoot-’em-up video games for 15 minutes and then are tested for aggression in various ways. The outcome of the experiments proved that the kids that watched violent scenes showed more aggression. But later in 2013, Stetson University psychologist Christopher Ferguson questioned, “Does Doing Media Violence Research Make One Aggressive?” He and his colleagues then proposed an experiment, “Take 200 children and randomize 100 to watch their parents viciously attack one another for an hour a day, the other 100 to watch a violent television program an hour a day,” they suggest, “then assess their mental health after one month is over.” and these children’s mental health wasn’t even slightly similar.

Reflection:  Our minds worked like sponges when we were kids. Everything we observe at that age, we take it in our brain as the water gets inside a sponge, and when we squeeze the sponge, the same water comes out. Just like that, we act like what we see in others and around us reflect that like the sponge when we were kids.

Quotables: “Ferguson and his colleague, German researcher Malte Elson, invite readers to contemplate a thought experiment as a way to think about the plausibility of the “monkey see/monkey do” theory.”

 

The investigation, Crime +. Daniel Petric – The Kid Who Killed His Mom And Shot His Dad | Kids Who Kill. YouTube, 14 July, 2019, https://www.youtube.com/watch?v=cQH9N5SCDX4.

Source: video

Summary: Daniel  Petric, born on August 24th, 1991 (wellington, Ohio), is a convicted murderer. At the age of 16 (October 20th, 2007), he shot his parents, her mother was killed, and her father survived somehow and later told that he hated Daniel Petric. When he was interrogated for the first time, he made up a story to cover the actual story as he was scared. He said that “he heard from his room his parents arguing. Later his father went in with a gun in their bedroom, and then he heard the sound of a shot. He ran into his parent’s room and saw his mother lying down with blood coming out of her head. His father pointed the gun at him first and then shot himself, saying that “I am sorry, my son.” And this way, they both got shot.” Later on, another person in the video described how this type of false story comes because Daniel wants to act like the victim and don’t take any responsibility. Later on, he testified what he did. In another interview, he was asked about his feelings when he injured his father and later shot his mother to death. He paused and then answered by saying that he was a teenager and he just did it thinking their parents would revive just like in Halo 3 game. 

Reflection: First time, one of my uncles showed me a video of Daniel Petric, how a police officer was going into Daniel Petric’s house scared. He saw his mother and father lying on the side, and he himself playing Halo 3. And when the police called him, he said nitro disturb him as he was on his way to finishing the game. It’s really tragic how playing violent games sometimes make people lose the power to differentiate between real-life and virtual life. It drives people crazy enough to kill their own parents, friends, and others.

Quotables: “did you think you were hurting them or do you think you were killing them
. *Silence*…I didn’t understand that time; there is a difference between knowing and understanding and understanding that I was taking a Human life.”

 

 

Publishing, Harvard Health. “Violent Video Games and Young People.” Harvard Health, Oct. 2010, www.health.harvard.edu/newsletter_article/violent-video-games-and-young-people. effects of violent games on young people

Source: Harvard health article

Summary: In its most recent policy statement on media violence, which includes a discussion of video games and television, movies, and music, the AAP cites studies that link exposure to violence in the media with aggression and violent behavior in youths. The AAP policy describes violent video games as one of many influences on behavior, noting that many children’s television shows and movies also contain violent scenes. But the authors believe that video games are particularly harmful because they are interactive and encourage role-playing. As such, the authors fear that these games may serve as virtual rehearsals for actual violence. The Surgeon General on the topic of youth violence made a similar judgment. 

Two psychologists, Dr. Patrick Markey of Villanova University and Dr. Charlotte Markey of Rutgers University, have presented evidence that some children may become more aggressive due to watching and playing violent video games, but that most are not affected. After reviewing the research, they concluded that the combination of three personality traits might be most likely to do an individual act and think aggressively after playing a violent video game. 

Reflection: From my own experience, I have seen how aggressive I get when someone calls me on my gaming time. We are too excited to know what’s going around us. But when I finish the game, I think of myself, ‘why did I even do that?”. It’s literally a priming effect where our nonconscious memory is triggered by what we are doing consciously. 

Quotables:  “These organizations express concern that exposure to aggressive behavior or violence in video games and other media may, over time, desensitize youths by numbing them emotionally, cause nightmares and sleep problems, impair school performance, and lead to aggressive behavior and bullying.”

 

Mire, Scott, and Cliff Roberson. The Study of Violent Crime: Its Correlates and Concerns. Taylor & Francis Group, 2010. 

Source: Article 

Summary: This article talks about how many studies. Some researchers are concerned that excessive game playing could be a form of addictive behavior, though this is controversial. Some researchers are uncertain about calling gaming “addictive” since problematic gaming may, in some cases, serve as a dysfunctional coping mechanism for people struggling with depression or anxiety. One review of research by the American Psychological Association found that people who played violent video games were very slightly more likely to engage in aggressive behavior. Other studies have found no link between game violence and violent or aggressive thoughts. Like APA member Chris Ferguson, some researchers have even disputed findings connecting games to aggression, saying many of the studies that drew such conclusions had methodological problems. Either way, aggressive behavior is not the same as violence. Many of the people involved in mass shooting incidents seem to be less interested in violent video games than their peers. Psychology professors Patrick Markey and Christopher Ferguson found that about 20% of school shooters played violent video games than close to 70% of their nonviolent peers. Here we learned how many studies came with their conclusion of violent games/ 

Reflective: Video games really mess with the way of thinking of a teenager. After the Parkland shooting, Donald Trump said, “I am hearing more and more people say the level of violence on video games is really shaping young people’s thoughts” President Obama had a similar question after the Sandy Hook school shooting Newton, Connecticut. I really do believe that many are abandoning reality to find temporary peace in games. Especially violent games to keep their life excited. And sometimes they implement it in their real life. 

Quotables: ‘ The World Health Organization recently decided to add “gaming disorder” to its list of mental health conditions in the update of the International Classification of Diseases (ICD), released June 18.’

 

 

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