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As the technology behind gaming has developed they have become more desirable throughout all
social classes and can be enjoyed by all genders, they can also be accessible on almost all platforms
from even mobile phones!! Making them being accessed at any time. Now as these games have
reached more people worldwide negative media has grown alongside it in some extreme cases
people have killed or harmed others and blaming the games or gaining inspiration from characters.
This list identifies the augments for and against the question above
For Against
A study by Simone Khn looked at positive effects of video games heres a brief explanation
In 2013, psychologist Simone Khn studied the effects of prolonged video game exposure on the brains of young
adults. Khn observed her subjects as they played Super Mario 64 for 30 minutes every day, for two months.
After undergoing MRI scans and being compared to the brains of a control group, the psychologist discovered
that the prefrontal cortex, hippocampus and cerebellum had all grown.
The prefrontal cortex is known to be involved in higher cognitive functions including strategic planning, but also
in cognitive control," Khn says.
"The hippocampus is involved in memory formation," the psychologist continues," with the right hippocampus
being particularly involved in spatial navigation, namely in helping us orient ourselves.
"The cerebellum, on the other hand, is known to be involved with fine motor function, and the region in which
we found the changes after video game playing is, predictably, the region where the digits of the hands are
controlled."
Ok now you look at the highly publicised events which have blamed video games one that caused uproar throughout
parents was the sandy hook elementary school shooting which included a 20 year old man ( Adam Lanza) killing 20 children
and 6 members of staff, he later ended his life after completing such tragic actions but from all this no suicide note was
found. However when his past was researched detectives found he spent hours of the day Call of Duty daily, which they
blamed everything on. As there is shooting people in the games he was playing and he shot people they put games and
reality together. That is a very narrow-minded perception of the fatality, a contradicting argument found that he was
heavily interested in military equipment, the police recovered evidence removing the blame from computer games and
predicting the cause was down to his obsession with guns they found ammunition , guns and a numerous amount of
literature pieces on mass killings. Maybe if guns were not legal and so accessible he would have no way of shooting
anyone. To apply this case to media theories you could straight away say that Adam would fall under the uses and
gratification theory as he used the game to train himself , he took his interpretation of the game and applied it to the real
world with a combination of other sources of information.
The main issue with these games is they make killing look cool and in grand theft auto killing innocent people is seen as the
norm and funny continuing with this game a study in America which used young male avid GTA players found that after
playing Grand Theft Auto, in which women are presented as sexual objects, a large sample of teenage boys reported
significantly lower levels of sympathy and compassion when shown a photo of a female victim of domestic violence.On
Aug. 28, two teenagers from Newport, pleaded guilty to two sniper-style shootings that left one man dead and a woman
injured. The boys claimed to have gotten the idea from Grand Theft Auto, in one study by the American Psychological
Associations Journal of Personality and Social Psychology they questioned over 5000 (randomly sampled) teenagers in the
US, the research looked at a number of factors, including the
playing of three violent risk-glorifying video games (Grand Theft
Auto, Manhunt, and Spiderman) and other mature-rated video
games. They found that such games are cause high-risk behavior
and said this is due, to changes in the users' personality,
attitudes, and values, specifically making them more rebellious
and thrill seeking. This is just an example here it shows a graphic
torture scene which develops this idea that the game gives to
much detail and almost provides a guide to do unspoken tasks.