Professional Documents
Culture Documents
2014-15
ENGLISH
PROJECT ON:
VIOLENCE IN VIDEO GAMES
SUBMITTED BY:
SHIVANI SINGH
ROLL NO: 128
SEMESTER II
ACKNOWLEDGEMENT
I have taken efforts in this project. However, it would not have been possible without
the kind support and help of many individuals and organizations. I would like to
extend my sincere thanks to all of them.
I would like to extend my sincere thanks to my teacher and Mentor, Mr. Ramji Yadav
(Guest Lecturer, English) for his able guidance and help; Vice Chancellor, Mr. Gurdip
Singh and Dean (Academics), Professor C.M. Jariwala for their encouragement and
enthusiasm. I would also like to express my special gratitude and thanks to my seniors
for sharing their valuable tips and my classmates for their constant support.
CONTENTS
TITLE
PAGE NO.
Introduction
Origin
Conclusion
14
Bibliography
15
INTRODUCTION
Video games have changes a lot in the past ten years; they have
gone from 2D arcade machines to realistic 3D graphics that you play
at home in front of a large TV screen and surround sound, or in your
laptops and computers; becoming fully immersed in the game that
you are playing. They now allow the player to interact with
characters and objects in ways that were not previously available,
with more choice and a more immersive playing style. My project
will study violence in gaming and examine whether or not this can
result in blurring of the real world with the gaming environment for
some players.
To begin violence needs to be defined. The Oxford dictionary defines
violence as:
Behavior involving physical force intended to hurt, damage,
or kill someone or something
For this project when violence is referred to, it will be defined as
depicting violence including to hurt damage or kill any human-like or
animal like characters.
shooting
happens
the
press
seems
to
always
ORIGIN
Over the past 20 years, video games have become one of the
Worlds favourite forms of entertainment, participated to the same
level as people watching movies or reading books or listening to
music. The recent video game release, Call of Duty: Black Ops 2
made $500 million in its first 24 hours of release and hit a
staggering $1 billion mark in just 15 days, 2 days shorter than the
biggest movie release ever; James Camerons, Avatar (making it the
biggest entertainment release ever. The comparison between Call of
Duty: Black Ops 2 and James Camerons Avatar shows how
significant the video game industry is.
1. DEATH RACE, 1976
Violent video games have been around for many years, Death Race
a controversial game released in 1976 by Exidy, was one of the first
controversial video games to be released. Such was the level of
concern about the level of violence that upon its release it was
banned in America. The game was black and white and featured
blocky characters known as Gremlins who only slightly resembled
humans, it also didnt help that Death Race was initially called
USA.
The
two
gunmen,
aged
14
and
16,
told
Do
Violent
Video
Games
Contribute
to
Youth
Violence?
PRO contributes to Youth Violence
1. Increasing reports of bullying can be partially attributed to the
popularity of violent video games. The 2008 study Grand
Theft Childhood reported that 60% of middle school boys who
played at least one Mature-rated game hit or beat up
someone, compared to 39% of boys that did not play Maturerated games.
2. Video games often reward players for simulating violence, and
thus enhance the learning of violent behaviors. Studies
suggest that when violence is rewarded in video games,
players exhibit increased aggressive behavior compared to
players of video games where violence is punished.
3. Violent video games desensitize players to real-life violence. It
is common for victims in video games to disappear off screen
when they are killed or for players to have multiple lives. In a
2005 study, violent video game exposure has been linked to
reduced P300 amplitudes in the brain, which is associated
with desensitization to violence and increases in aggressive
behavior.
4. A 2000 FBI report includes playing violent video games in a
list of behaviors associated with school shootings.
5. Violent video games teach youth that violence is an
acceptable conflict-solving strategy and an appropriate way to
achieve one's goals. A 2009 study found that youth who play
violent video games have lower belief in the use of nonviolent
strategies and are less forgiving than players of nonviolent
video games.
11.
CONCLUSION
After finding both the sides of effects of video games on youth it can
be concluded that violent video games can be linked to violent
behaviour in some when humans feel certain emotions, and violent
behaviour. Moreover it depends on the individual gamer on how
he/she reacts to the stimuli produced. A generalization cannot be
made in these cases. Even the gamers realize the consequence of
their act and do not become violent just because they have
introduced to playing certain games. The violent behavior that is
seen in some is only temporary and not permanent.
BIBLIOGRAPHY
The following websites have been referred for making of this projects:
http://videogames.procon.org/
http://www.personalityresearch.org/papers/kooijmans.html
http://www.video-game-addiction.org/violence.html
http://www.theguardian.com/technology/2014/nov/10/video-games-violentstudy-finds
http://time.com/34075/how-violent-video-games-change-kids-attitudes-aboutaggression/
http://ithp.org/articles/violentvideogames.html
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