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Do Video Games Influence Violent Behavior in Youth | CS 312, Study Guides, Projects, Research of Computer Science

Material Type: Project; Professor: Wolf; Class: Research Methods in Computers and Society; Subject: Computer Science; University: Pace University-New York; Term: Spring 2005;

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Do video games influence violent behavior in youth?
CS312: RESEARCH METHODS IN COMPUTERS AND SOCIETY
SPRING 2005
Dr. Carol Wolf
GROUP E
Imtiaz Amzad
Ankur Patel
Jiejuan Huang
Oleg Mironov
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Do video games influence violent behavior in youth?

CS312: RESEARCH METHODS IN COMPUTERS AND SOCIETY

SPRING 2005

Dr. Carol Wolf

GROUP E

Imtiaz Amzad Ankur Patel Jiejuan Huang Oleg Mironov

Introduction We are all aware of the position of video games in today’s society. Games such as “Pong”, “Super Mario Brothers”, and “Halo 2”, which earned 3.2 billion dollars in sales according to Microsoft, are games that capture imaginations and dollars. Video games are now a part of American history, whether it is by their economic or social impact. The purchasing of games and “Entertainment systems” has evolved rapidly because of technology. As technology changes newer versions of hardware and software become prominent, creating welcome revenue for their originators. Furthermore, enhancements enable games to become bigger and larger as well as much more difficult. Being larger and much more difficult games require much more time to complete leading to competitive and addictive behavior. Such behavior has led to anti-social lifestyles, poor eyesight, and some argue violent acts. Like all advances in technology, society goes through an acceptance and adjustment period. However, once that acceptance phase is complete the technology is either a failure or a success. Brief History of video games / entertainment systems Long before the advent of the “Nintendo Entertainment System”, and today’s gaming PCs, Ralph Baer in 1951 came up with an idea. Baer worked for a television company called Loral Electronics in the Bronx, New York. As a young engineer Baer thought that just building a television is not enough, he thought to incorporate some kind of game into the television. Though he was not sure what kind of game he would create, he still outlined the idea to his seniors. The compay did not accept his proposal. Ralph Baer continued his work and ultimately reached

wrote the first text adventure game, Adventure, programmed in Fortran for the PDP-10. The PDP- 10, Programmed Data Processor model 10, made time sharing common, a way of having multiple users simulataneously use processor time, and was manufactured by Digital Equipment Corporation (DEC). Again, technology soon evolved with the creation of home computers, the creation of Apple, Commodore, Tandy were some of the tecnologies that enable video games to achieve a much wider market then before. Many game hobbyist formed together and started producing games in their own free time. With publications printing source code, such David Ahl's Basic Computer Games and magazines such as Creative Computing, the resource for tons of games being created on a wide scale were beginning, similar to the open-source communities like Linux today. Soon, everyone was creating video games, people were mailing floppy disks; ROM cartridges, and cassette tapes were being sold with the hopes of some day getting published. As the 1980s began, games were becoming widely produced and played. 1982 saw the beginning of color graphics, not plastic overlays, and sound in gaming with the Commodore 64 which used the BASIC programming language. Regardless of the enhancement in the system, it would not last without good games to be played on it. Commodore 64 lasted at least of a while. With games that created their own genres like “Defender”, a scrolling shooter, and “Pac-Man” which created a cult like following, Commodore in no time would become the best selling single computer model of all time. With home computer technology upgrading, at times faster then Moore’s law, the home entertainment systems took firm hold for the next few years with the Nintendo Entertainment System (NES) in 1985. The 8-bit console, came packaged with Super Mario Bros. and was a

runaway success. Nintendo became the first U.S. console to be prominent prior to Sony’s Playstation and Microsofts X-Box. Advances are constantly being made in technology. While technology has made lives easier, it has also made them much more fun. As developers create games and game lovers ready, willing and salivating for a new thrill the video game market has grown larger than ever before. It has led to games being monitored for content and at times being parts of politcal debates to people losing jobs because they are playing a video game. Life style of “the gamer” A quick reference of gamer gives the definition, plucky and unyielding in spirit; resolute, at times addictive. The lifestyle changes caused by video games have caused their players to become addicts. Many video games have warnings that state some games may cause seizure and that excessive playing can lead to bad eyesight and even nausea. Still some individuals play games for 12 hours at a time. Video games have become so advanced that they create a virtual world for users where they can live the life they wish they could in their actual lives. Jay Parker, a chemical dependency counselor and co-founder of Internet/Computer Addiction Services in Redmond, Wash., notes that: People who are isolated, prone to boredom, lonely or sexually anorexic are much more susceptible to becoming addicted to online games. Having low self-esteem or poor body image are also important factors… 1 (^1) Duran. Maria Garcia, Internet Addiction Disorder, AllPsych Journal, 14 December 2003.

However, how could his seizures lead to suicides? Woolley says she is aware her son had problems outside of EverQuest when she tried to get him help before with his addiction to the game. Shawn met with a psychologist that “diagnosed him with depression and schizoid personality disorder, symptoms of which include a lack of desire for social relationships, little or no sex drive and a limited range of emotions in social settings.(Miller II)” These are some of the prerequisites that lead to highly addictive behavior. Parker has given many instances where some of his clients are classified with “Internet Addiction Disorder”. Parker recalls when one of his clients was suffering from hallucinations; “He thought the characters had come out of the game and were chasing him," Parker said. "He was running through his neighborhood having hallucinations(Miller II).” The social component of the video game gives players the feeling as though they had real life relationships with people. Elizabeth Woolley recalls that her son had a “brother-in-arms” in the game that stole all of his money and refused to give it back to him; all this in a game. “"He was so upset, he was in tears," she said. "He was so depressed, and I was trying to say, 'Shawn, it's only a game.' I said he couldn't trust those people." There are countless stories of games, particularly EverQuest, of people who have lost their lives due to a game. David Walsh, president of the National Institute on Media and the Family in Minneapolis, said many EverQuest players refer to it as "EverCrack”. How can people guard against a game that gives them a feeling of fulfillment and joy in their lives? There are several signs that people are experiences addictive behavior to the internet and video games. Some are: · Unable to predict amount of time spent on Gaming/Internet activity. · Failed attempts to control the behavior for an extended period. · Having a sense of euphoria while engaged in the activity.

· Craving more Gaming/Internet time. · Neglecting family and friends. · Feeling restless, irritable, or discontent when not engaged in the activity. · Lying to family and employers about their habit · Developing health issues such as Carpel Tunnel Syndrome, eyestrain, weight change, and backaches. -Therapeutic Programs for Compulsive Gaming and Internet behavior. These are some of the same warning signs that can apply to all forms of addiction. Games have become so realistic that users have a hard time differentiating them from their real lives. People such as Elizabeth Woolley will never look at games or gaming the same because of her experiences. For every Elizabeth Woolley, there are some who swear video games are a form of relaxation and joy. EverQuest II was released in November 2004. Video Games: Trends in Popularity Video games play a major role in society today. It does not take a computer science major to enjoy video games nowadays. With many different types of video games out on the market, it is no wonder how popular and profitable video games really are. With game categories such as Sports, Action/Adventure, RPG (Role Playing Games), and the like, people can get confused with the overwhelming types of games. Some of the most popular video games are not sold for the handheld console market as some might think, but in actuality these are games for the PC and consoles such as Microsoft’s XBOX and the Sony PS2. In an article done by David Becker for CNET News, the game “Halo 2”

in 1999, EverQuest has an almost cult following to it. EverQuest, which has sold more that 2. million copies of the game worldwide, and is played by 420,000 people, is played my many different people. The oldest player playing EverQuest is 78 years old. Sony Online Entertainment of America says that they average about 250,000 new membership activations each year. “At peak times, more than 100,000 people around the globe will be playing EverQuest simultaneously,” says Justin Calvert, a reporter for GameSpot. Another M.M.O.R.P.G. game that has been highly successful is World of Warcraft. World of Warcraft, which was created by Blizzard Entertainment, debuted the highly successful game Fall of 2004. Since then World of Warcraft has seemed to dominate the video game market. On the first day of release World of Warcraft had sold approximately 240,000 copies, the total of players playing World of Warcraft as of March 2005 is 600,000. World of Warcraft was so popular, Blizzard Entertainment had to double the number of servers that the game runs on to 80. It seems that World of Warcraft is going to have the same effect overseas. There are an estimated 400, people playing the beta version of World of Warcraft, and there are 100,000 pre-orders of the game. There are many reasons why these types of video games are popular. Video games are a very popular form of entertainment. Games, PC or consoles, tend to be isolating. They leave the players playing by themselves, which can lead to boredom. M.M.O.R.P.G.’s are the answer that these types of people are looking for. M.M.O.R.P.G.’s create interaction between people all over the world. These massive online games are doing the same thing that telephones do; they help us communicate with each other, but with a different medium. This type of game can also help break the ice when talking with other people on the internet, by creating a common subject matter that they can talk about. M.M.O.R.P.G.’s also can help people who are shy get more socially

interactive. In M.M.O.R.P.G.’s, players create their own characters and personalities in the game, so it’s like getting a fresh start in a different way. Another theory why people like these types of video games is because they are constantly changing. While in games such as Halo or Grand Theft Auto: Vice City, the storyline is fixed and unchangeable, in M.M.O.R.P.G.’s there is little or no storyline. There are no endings to these games either. Players can also team up with other around the world and go on quest and hunts, which means that there will always be new game experiences available. The game constantly keeps on going even if you are not playing it. Also, the characters that play change the world. This ability gives the player a sense of power that in other types of video games is non-existent. The fantasy worlds that are created by the major online gaming companies tend to add twists in the game that throw off the players, this just adds more to the fantasy dynamic. Another reason why M.M.O.R.P.G. games are so popular is that they fuel our competitive drive. In these types of games, there are always new people to play against. It’s probably unlikely to meet the same character more than twice in the games, since it was reported GameSpot that nearly 100,000 people are connected to the servers everyday at peak times. In many M.M.O.R.P.G.’s there are characters that go by a level system of ranking. Like Dungeons and Dragons, games like World of Warcraft and EverQuest use this ranking system to show how powerful characters are. Because of the desire to create a powerful avatar, gamers become more competitive. Another way M.M.O.R.P.G.’s create competitiveness is through leadership. Characters who want to become leaders of their clans must be competitive and fight for this title. In short, M.M.O.R.P.G.’s create a medium in which people can release their competitive urges safely.

Children, who play these games can improve their visual intelligence skills. For example, Marble Madness is a game in which users use a joystick to guide a marble along a three-dimensional grid, trying to keep the marble on the path and prevent it from falling off or being attacked by intruders. Studies have shown that children improve their ability to anticipate targets and visualize spatial paths after playing the game.^4 However, computer game playing can improve a particular skill only if the game uses that skill. In addition, many researches focus on the effect of game playing immediately after playing and do not address the question about the cumulative impact of game playing on learning. According to the article “Computer Games Helping Children Conquer Language Disabilities” from CNN.com, “specially designed computer games may be able to help children overcome dyslexia and other language difficulties by teaching their mind to understand the rapid sounds of normal speech”^5. Children with language disabilities have a hard time understanding certain sounds because they have problems organizing sounds in their brains. The games use computer-generated speech that slow the consonant sounds to force children to concentrate on sounds. The article points out that 29 children greatly advance their language skills after training for one month on the games. Despite the fact that computer games have several positive effects, it is not surprising that they also have negative effects. One of the negative effects of game playing on children’s physical well-being is that it leads to the risk of obesity. Although there is no specific research done to document the relationship between obesity and game playing, there is evidence that obesity in children is linked to excessive television watching, that is, five or more hours each day. Instead of spending time on other activities such as sports, kids are spending more and more time in front of (^4) Kaveri Subrahmanyam, Robert E. Kraut, Patricia M. Greenfield, Elisheva F. Gross (^5) Gary Tuchman

the monitor screen. For many kids, the only parts of their body they are exercising are their thumbs. As a result of the repeated pressing of buttons during game play, children may also experience Nintendinitis, which is a sports injury characterized by severe pain in the extensor tendon of the right thumb. Another issue raised by game playing is the perception of reality. Simulated worlds created by games are expanding children’s experiences from real to virtual. “One noted researcher, Sherry Turkle, found that some children may have difficulty understanding the boundaries between real and artificial life when engaged in simulation computer games.”^6 Studies have examined how computer RPG affects perceptions of reality and subsequent interactions with others in the real world suggest the effects can be quite strong. For example, in a study of the participation in a violent virtual reality game, researchers found that college students who were immersed in the simulation were more likely to have aggressive thoughts than those who merely observed the game.^7 Since younger children are less able to discriminate between reality and fantasy, the effect may be stronger. The content of games has become a great concern for parents. Parents are told to pay attention to the ratings of games, but the industry denies that any of the games are harmful. For example, the popular game Grand Theft Auto: San Andreas is praised for its technical qualities but the game’s immoral story line is barely mentioned. According to the Media Wise Video Game Report Card, “playing violent games leads to increased physiological arousal, increased aggressive thoughts, increased aggressive feelings, increased aggressive behaviors, and decreased pro-social helping behaviors”.^8 Several experimental studies suggest that playing a violent game, even for brief periods, has short-term transfer effects, such as increased aggression in children's free play, (^6) Turkle, S. Life on the screen: Identity in the age of the Internet. New York: Simon and Schuster, 1995, pp. 88–95. (^7) See note (^8) See note

They want to see real life characters shooting up city streets, and fighting huge, ugly, terrifying looking monsters. Right now the two biggest video games out on the market are: Halo 2 and Grand Theft Auto: San Andreas. They consist of very realistic looking characters engaging in very violent combat versus various “evil” creatures. However, there is a lot more to come very soon. One major improvement is the graphics of the next generation games. Games will feature a new level of graphics, which will be very crisp and realistic. The quality will be very similar to movies such as “Shrek” and “Finding Nemo”. But those are not the only changes; game play will improve as well. Due to enhanced AI (Artificial Intelligence) several objects within games will be able to interact with each other in more detail. In other words, in the future, gamers will be able to interact with games in a whole new way. They will be challenged like never before. Mainly because there will be a new influences on details within games, which would make everything a lot more interesting and exciting. Video games are also branching out in other directions. Online gaming and mobile gaming are going to be very big in the near future. Online gaming is the ability to play video games with other users over the Internet. Although this idea has been around for a while, it is still considered to be in the infancy stage. The idea is that online gaming will provide gamers with the chance to truly interact with other people online through video games. Mobile gaming is expected to take off very soon as well. It will allow gamers to play against each other with wireless hand-held devices. The future of video games is also heading into another direction. Companies discovered that games are a great form of advertisement. The fact of the matter is, its possible to promote just about anything within the actual games. Developers can easily insert all types of banners with logos of different corporations in order to help endorse their products. For example, while playing

a simple shooting game, gamers can come across several banners promoting a specific brand of potato chips. This might give the gamers the impulse to actually go out and buy this particular brand. This is going to be very profitable for the video game companies. This will allow them to lower video game prices, making games a lot more affordable. The video game industry is growing up. Games are containing very mature and violent themes, and its only going to get worse. Unfortunately this is the direction the industry is going in. However, children are not the only ones playing these games, people that are well into their forties are playing them as well. The average age of a gamer is rapidly growing, and it’s not going to stop anytime soon.

Future of Children. Mar. 4, 2005. <http://www.futureofchildren.org/information2826/information_show.htm? doc_id=69826 >.