Effect of Violent Video Game on Aggressive Behaviour
Essay by manishbehra • February 12, 2016 • Research Paper • 3,388 Words (14 Pages) • 1,376 Views
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A PROJECT ON
EFFECT OF VIOLENT VIDEO GAME ON AGGRESSIVE BEHAVIOUR
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SUBMITTED TO
DR. UTTAM KUMAR PANDA
SUBMITTED BY
Manish Behra
SEMESTER-V
ROLL NO. 66
(B.A., L.L.B. (HONS.))
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HIDAYATULLAHA NATIONAL LAW UNIVERSITY RAIPUR (C.G.)
TABLE OF CONTENTS
ACKNOWLEDGEMENTS
- OBJECTIVES
- METHODOLOGY
- INTRODUCTION
- AGGRESSION AND VIOLENCE
- VIDEO GAME STATISTICS
- DIFFERENCES BETWEEN VIOLENT AND NONVIOLENT VIDEO GAMES
- VIOLENT VIDEO GAMES: KEY ISSUES
- VIDEO GAMES AND AGGRESSION: EXPERIMENTAL WORK
- AGGRESSION-RELATED VIDEO GAME CHARACTERISTICS
- CONCLUSION
- REFRENCES
ACKNOWLEDGMENTS
At the outset, I would like to express my heartfelt gratitude and thank my teacher Dr. Uttam Kumar Panda , for putting his trust in me and giving me a project topic such as this and for having the faith in me to deliver. Sir, thank you for an opportunity to help me grow.
My gratitude also goes out to the staff and administration of HNLU for the infrastructure in the form of our library and IT Lab that was a source of great help for the completion of this project.
Manish Behra
Roll No. 66
Batch-XII
(Semester V)
OBJECTIVES
- To understand the concept of Violent video game.
- To understand the development of aggression because of violent video game.
- To isolate the effect of video game violence and competitiveness on aggressive behavior.
RESEARCH METHODOLOGY
The objective of this project is to study Theory of effect of violent video game on aggressive behaviour The main objective of this project is to throw light on different aspects of the concepts and study it’s relevance in modern day.
This research is descriptive and analytical in nature. Secondary and Electronic resources have been largely used to gather information and data about the topic.
Books and other reference as guided by Faculty of Sociology have been primarily helpful in giving this project a firm structure. Websites, dictionaries and articles have also been referred.
INTRODUCTION
The arrival of each new communication technology has brought public concern about the influence on the medium of children. From the sensational crime stories of the 19th century (Comstock and Buckly 1883), tothe garish comic books of the early 20th century, (Hadju 2009), to today‟s violent video games, Americans have made efforts to reduce children‟s access to violent media because of concerns over their social costs. These concerns may not be unfounded as numerous studies purport to find that violent media of all sorts, including games, can cause increases in measured aggression. Aided in part by mounting evidence that violent video game play cause aggression, states have passed legislation criminalizing the distribution of violent video games to minors[1].
The research is not clear on how large the increase in aggression caused by these
games. Craig Anderson, a long-time researcher in the effect of violent media on aggression
has contended that "one possible contributing factor [to the Columbine High School killings
was the shooters‟ habits of playing] violent video games. enjoyed playing the bloody shoot-`em-up video game Doom, a game licensed by the U.S. Army to train soldiers to effectively kill. If violent video games can be shown to cause violence, then laws aimed at reducing access may benefit society at large. Yet to date, though there is ample evidence that violent video games cause aggression in a laboratory setting, laboratory stings cannot address selection or incapacitation. Ward (2010) shows that adolescents who are otherwise predisposed to violence tend to select into video game play. Likewise, since the hours it takes to "beat the game" substitute for some other activity, a complete analysis must consider the To date, there is no evidence that violent video games cause violence or crime. In fact, two recently published studies analyzed the effect of violent media (movies and video game stores) on crime, and found increased exposure may have caused crime rates to decrease. These studies, unlike the laboratory studies, were conducted with observational data, which poses unique scientific challenge to establishing causality. However, since laboratory studies have never shown that video game violence causes crime or violence, despite researchers out-of-sample predictions, observational studies may be the only ethical and practical way to test for such a causal effect.
To many in this field, it is logical to assume that if exposure to violent media causes
aggression in the lab, that it will therefore cause aggression when exposure occurs nonrandomly
outside the laboratory, including other outcomes associated with aggression, such as
crime and violence. In this paper, we argue that since laboratory experiments have not
examined the time use effects of video games, which incapacitate violent activity by drawing
individual gamers into extended gameplay, laboratory studies may be poor predictors of the
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