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Paradox of Violent Video Games: Relation To Violence And Mass Murder Essay Example

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Paradox of Violent Video Games: Relation To Violence And Mass Murder

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Most studies in the discipline focus on the role of violent video games in shaping individual’s attitude towards acts of violence. It is a contradiction that violent video games addicts do not commit real violence. In fact, all the recent cases of shooting rampage have a political or social motivation Flew (Terry and Humphreys 211). Police are currently investigating the Colorado incident to unearth the motives behind the killings. However, other cases such as the Oslo shootings had a political motivation. For instance, Breivik complained that Norway was increasingly becoming a multicultural and Islamic state. The gunman claimed the authorities were to blame for the acts. These incidents disassociate violence particularly mass murder with violent video games. The paradox of video games in relation to acts of violence depicts rivalry that exists between media and producers of video games. Media and video games are complementary pastime activities and hence they have a conflict of interest. According to Shaw, the video game industry has become a soft target for the media and entertainment industry, which consider it as a rival (121). From the author’s argument, an association of video games and real violence is a tool applied by media houses to win the entertainment market. This is an expected phenomenon considering that both industries target the same audience. A Recent meta-analysis conducted on 130, 000 subjects concluded that violent video games induced short-term aggression and antisocial behavior. Although the studies have a significant value of truth, they are subject to criticism and misinterpretation. For instance, the tests did not consider the sanity or the mental health of the subjects (Davis 123). In addition, the tests did not consider exposure to other triggers such as physical aggression, emotions, or media. It is evident that primary triggers such anger contributes more to acts of violence than violent video games. 

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Works Cited

Anderson, Bushman. “Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature”. Psychological Science 12.1 (2005): 53-359. Print.

Davis, Natalie. Society and Culture in Early Modern France. Stanford, California: Stanford University Press, 2006. Print.

Docker, John. Postmodernism and Popular Culture: A Cultural History. Melbourne, Australia: Cambridge University Press, 2006. Print.

Eastin, Mathew. "The Influences of Competitive and Cooperative Group Game Play on State Hostility". Human Communication Research 33 (2007): 450-466.

Ferguson. Kilburn. "The Public health risks of media violence: A meta-analytic review." Journal of Pediatrics, 154 (2009): 759-763. Print.

Ferguson, Christopher. "Much Ado About Nothing: The Misestimation and Overinterpretation of Violent Video Game Effects in Eastern and Western Nations: Comment on Anderson et al. (2010)". Psychological Bulletin 136.2 (2010): 174–178. Print.

Flew, Terry and Humphreys, Sal. Games: Technology, Industry, Culture. London: Oxford University Press, 2005. Print.

Freedman, Jonathan. Media violence and its effect on aggression: assessing the scientific evidence. Toronto: University of Toronto Press, 2005. Print.

Hillis, Scott "Video games don't create killers, new book says". Uk.reuters.com. 2008. Web 25, July 2012. <http://uk.reuters.com/article/idUKN0725760620080512?sp=true>

Kutner, Lawrence. Grand Theft Childhood: The Surprising Truth about Violent Video Games. New York: Sage. 2008. Print.

Shaw, James. A cognitive categorization model for the study of intercultural management. Academy of Management Review, 15.4 (2006) 626-645.

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preview essay on Paradox of Violent Video Games: Relation To Violence And Mass Murder
  • Pages: 11 (3000 words)
  • Document Type: Research Paper
  • Subject: English
  • Level: College
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