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mdsb61.issue5.docx


Department
Media Studies
Course Code
MDSB61H3
Professor
Gray Graffam

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Issue 5: do video games encourage violent behavior?
o Younger users are assumed to have a lesser sense of moral responsibility abt the relationship of media
content and reality & thus more vulnerable to the effects
YES: Craig A. Anderson | FAQs on violent video games and other media violence
o Repeated exposure increase in aggressiveness
o Causal relationship btwn violence and aggressive behavior
o Aggression becomes normal and natural for those ppl that have repeated consumption of media violence
o Violent video games have a larger harmful effect than violent TV and film effects
o There are many reasons how a person can develop aggressive behavior- family, biological, neighbourhood
factors and so on, media violence is just one of them
o None of the causal risk factors are necessary and sufficient cause of lung cancer
o Males and females are equally affected by media violence, same with high and low aggressive individuals
o The media industry will do anything to protect their profits even when it comes to convincing the public that
media violence has nth to do with aggressive behavior
o Games that give the players a lot of autonomy and feelings of competence are rated +vely even if they don’t
contain violence. Violent games are popular bc it gives players a lot of power and feelings of competence,
not only bc they contain violence
NO: Henry Jenkins | reality bytes: eight myths about video games debunked
The availability of video games has led to an epidemic of youth violence
Scientific evidence links violent game play with youth aggression
o Aggressive ppl like aggressive entertainment (it’s a correlation, not a causation)
o Video games are not the primary factor that turn a normal person into a killer
Children are the primary market for video games
Almost no girls play computer games
Because games are used to train soldiers to kill, they have the same impact on the kids who play them
o games can enhance learning
o grossman’s model works only if
1) training and education is removed from a meaningful cultural context
2) we assume learners have no conscious goals and that they show no resistance to what they are being
taught
3) we assume that they are unwittingly apply what they learn in a fantasy env to real world spaces
Video games are not a meaningful form of expression
Video game play is socially isolating
Video game play is desensitizing
o playing violent video games can cause a lack of empathy for real-world victims
o child may show symptoms of being emotionally disturbed
common ground btwn the two authors: 14 yr old boy that played video games for years never killed anybody and a
45 yr old that smokes 2-pack a day has not had lung cancer both authors trying to imply that it is possible to
reject the extremes of both sides
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