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Effectiveness of Video Game Violence

Effectiveness of Video Game Violence. By: Trenton McNabb. Games. Shrek 2 Spongebob Square Pants Movie Game The Incredibles The Polar Express Donkey Konga Zoo Tycoon 2 Paper Mario: The Thousand-Year Door. Games (Cont.). Halo 2 Manhunt Dead or Alive Xtreme Beach Volleyball

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Effectiveness of Video Game Violence

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  1. Effectiveness of Video Game Violence By: Trenton McNabb

  2. Games • Shrek 2 • Spongebob Square Pants Movie Game • The Incredibles • The Polar Express • Donkey Konga • Zoo Tycoon 2 • Paper Mario: The Thousand-Year Door

  3. Games (Cont.) • Halo 2 • Manhunt • Dead or Alive Xtreme Beach Volleyball • Def Jam Vendetta • True Crime: Streets of L.A • Backyard Wrestling: Don't try this at home • Max Payne 2 • Doom 3 • Grand Theft Auto: San Andreas • Half Life 2 • Mortal Kombat

  4. Thesis Violent video games do desensitize a player to violence; therefore, will make a player more violent in a given situation had they not played violent video games.

  5. Study by David Walsh, Ph.D. • In a study of 8th and 9th graders, students who played more violent video games were also more likely to see the world as a hostile place. • Children with the lowest hostility scores are almost 10 times more likely to have been involved in physical fights if they play a lot of violent video games than if they do not play violent games

  6. Game Companies DO Target Kids • In a report by the Federal Trade Commission, of 118 "M" rated games, 70% were targeted to children under 17 years of age (FTC, 2000). • Unaccompanied children, ages 13 to 16, were able to buy "M" rated video games 85% of the time (FTC, 2000). • 60-90% of the most popular video games have violent themes • 59% of fourth grade girls and 73% of fourth grade boys say that the majority of their favorite video games are violent

  7. Immediate Results of Game Violence • Interview with Dr. Craig A. Anderson about a study he conducted. • 1. Aggressive thoughts increase, which in turn increase the likelihood that a mild or ambiguous provocation will be interpreted in a hostile fashion. • 2. Aggressive (or hostile) affect increases.

  8. Immediate Results of Game Violence (cont.) • 3. General arousal (e.g., heart rate) increases, which tends to increase the dominant behavioral tendency. • 4. People learn new aggressive behaviors by observing, and will reenact them almost immediately afterwards if the situational context is sufficiently similar.

  9. Game Ratings • EC (Early Childhood): may be suitable for ages 3+. Contains no material that parents would find inappropriate. • E (Everyone): may be suitable for ages 6+. May contain minimal violence, some comic mischief and/or mild language. • E10+ ( Everyone 10+): may be suitable for ages 10+. Titles in this category may contain more cartoon, fantasy or mild violence, mild language, and/or minimal suggestive themes. • T (Teen): may be suitable for ages 13+. May contain violent content, mild or strong language, and/or suggestive themes.

  10. Game Ratings (Cont.) • M (Mature): may be suitable for persons ages 17+. May contain mature sexual themes, more intense violence and/or strong language. • AO (Adults Only): have content suitable only for adults. May include graphic depictions of sex and/or violence. Adult Only products are not intended for persons under the age of 18. • RP (Rating Pending): Titles have been submitted and are awaiting final rating.

  11. Credits • www.MediaFamily.org • Dr. Craig A. Anderson • Federal Trade Commission (2000). Marketing violent entertainment to children: A review of self-regulation and industry practices in the motion picture, music recording & electronic game industries. Washington, DC: Federal Trade Commission.

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