Violence In Gaming By: Vamsi Garghi What Is Violence In Video - - PowerPoint PPT Presentation

violence in gaming
SMART_READER_LITE
LIVE PREVIEW

Violence In Gaming By: Vamsi Garghi What Is Violence In Video - - PowerPoint PPT Presentation

Violence In Gaming By: Vamsi Garghi What Is Violence In Video Games Definition of violence from Merriam-Webster Dictionary: The use of physical force so as to injure, abuse, damage, or destroy. Violence in video games have been a factor


slide-1
SLIDE 1

Violence In Gaming

By: Vamsi Garghi

slide-2
SLIDE 2

What Is Violence In Video Games

  • Definition of violence from Merriam-Webster Dictionary: The use of physical force

so as to injure, abuse, damage, or destroy.

  • Violence in video games have been a factor since the 1990’s and it has continued to

rise in popularity.

  • To understand this we need to talk a closer look at the history of violent video

games…

slide-3
SLIDE 3

History of Violent Games

  • In the 90’s there were a lot of games that had violence and gore in them.

○ Wolfenstein 3D, Golden eye, Doom, Duke Nukem 3D.

  • As new consoles were released like the PlayStation 2 and Original Xbox, more and

more games were released that followed the same themes. ○ Star Wars BattleFront, Call of Duty Modern Warfare

  • This era of gaming was the beginning of franchises that would focused on the

violent aspect of the games.

slide-4
SLIDE 4

History of Violent Games Cont..

  • After the PS2 and original Xbox, the main console that was used was the PS3 and

Xbox 360.

  • This paved the way for game franchises to release games every year

○ For example: Call of Duty, Final Fantasy, Grand Theft Auto

  • These Franchise games were released every year, but always followed the same

themes because that's who they were targeting the content for.

slide-5
SLIDE 5

A Case Study:

  • A study that was published in March 2018 looking at the effects of violent video
  • The scores for this study was based on questionnaires.
  • 3 groups
  • This results of this experiment showed little to no changes in the baselines scores
  • f the subjects before and after the experiment.
slide-6
SLIDE 6

Another Case Study

  • A meta analysis research concluded that violence in video games does cause a

increase in aggressive behavior

  • This behavior was more present in western cultures than eastern cultures

providing a link to ethnicity and geography as stressors for being influenced by violent games.

slide-7
SLIDE 7

Effects on the mind

  • Violence in video games mainly seem to affect the emotional and behavioral aspect
  • f the brain
  • A study published in 2017, that collected results from 116 scientific studies

showed that gaming actually improves your sustained attention, and selective attention.

  • A study done in 2019, researched the effects of desensitization in college

students.

slide-8
SLIDE 8

Gaming Addiction

  • Gaming Addiction is a clinically proven disease that is most common in adolescence

teen.

  • It is most commonly related to the same as gambling addiction.
  • The increase of dopamine in your mind after you get a reward is what causes this problem.
  • In violent games this reward would usually come from doing bad things like killing, or

stealing.

slide-9
SLIDE 9

How its portrayed in the Media?

  • Violence in media has always been used as a scapegoat for mass

shootings.

  • One of the biggest shooting that has happened in the last three decades

is the Columbine School shooting ○ Doom was portrayed as one of the reasons for their actions ○ USPP has a personality profile of Dylan and Eric supports this.

  • Since the Columbine shooting, other event such as Parkland shooting

have had the same themes.

slide-10
SLIDE 10
slide-11
SLIDE 11

Ethical theories

  • Subjective Relativism

○ Each person can choose what is right and wrong.

  • Cultural Relativism

○ We as a society has stated that violence in video games is ok as long as its restricted to certain age groups.

  • Ethical Egoism

○ Each person should focus exclusively on his or her self interest

slide-12
SLIDE 12

Conclusion

  • Violence in video games is glorified in today's world because of gaming franchises

that have established themselves through the years.

  • There is evidence that violence in video games cause aggressive behavior, and
  • ther changes.
  • There is also evidence that violence in video games have little to no effect in a

person brain.

  • Violent video games are often the scapegoat for the media to blame mass shootings

when there is little connection to them.

slide-13
SLIDE 13

Thank you!

slide-14
SLIDE 14

Resources

  • Kühn, S., Kugler, D., Schmalen, K. et al. Does playing violent video games cause aggression? A longitudinal

intervention study. Mol Psychiatry 24, 1220–1234 (2019).

  • Kühn, Simone, et al. “Does Playing Violent Video Games Cause Aggression? A Longitudinal Intervention Study.”

Nature News, Nature Publishing Group, 13 Mar. 2018, www.nature.com/articles/s41380-018-0031-7.

  • Anderson, Craig A. “Violent Video Games: Myths, Facts, and Unanswered Questions.” American Psychological

Association, American Psychological Association, Oct. 2003, www.apa.org/science/about/psa/2003/10/anderson.

  • Lovell, NIcholas. “If Video Games Cause Violence, There Should Be a Correlation between Game Sales and Violent

Crime, Right?” Gamesbrief, 6 Aug. 2010, www.gamesbrief.com/2010/08/if-video-games-cause-violence-there-should-be-a-correlation-between-game-sales

  • and-violent-crime-right/.
  • Dodgson, Lindsay. “There's Even More Evidence That Video Games Could Be Making Children Violent.” Business

Insider, Business Insider, 2 Oct. 2018, www.businessinsider.com/video-games-make-children-violent-according-to-study-2018-10.

  • https://www.pnas.org/content/115/40/9882#ref-6
  • Prescott, Anna T., et al. “Metaanalysis of the Relationship between Violent Video Game Play and Physical Aggression
  • ver Time.” PNAS, National Academy of Sciences, 2 Oct. 2018, www.pnas.org/content/115/40/9882#ref-6.
  • Palaus, Marc, et al. “Neural Basis of Video Gaming: A Systematic Review.” Frontiers, Frontiers, 26 Apr. 2017,

www.frontiersin.org/articles/10.3389/fnhum.2017.00248/full.