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Grand Theft Auto IV is an open world, actionadventure video game developed by Rockstar

North. Upon its release on 29 April, Grand


Theft Auto IV generated controversy. The
game's depiction of violence received mass
commentary from journalists and government

officials, occasionally being referred to as a


"murder simulator". The ability to drive under
the influence of alcohol in the game also
received criticism, resulting in a request for
the ESRB to change the game's rating. There
have been a number of reported crimes in
which the perpetrators cited Grand Theft
Auto IV as their primary influence.
On the twenty seventh of June, two thousand
and eight, six teenagers were arrested after
participating in a crime spree in New Hyde
Park, New York. The teenagers mugged a
man, knocking his teeth out, attempted to
hijack a car, and smashed a passing van with
a bat. According to the Nassau County Police,
the teenagers claimed that they were
inspired by Grand Theft Auto IV.
Furthermore, some researchers argue that
the inherent structure of violent video games
limit young peoples abilities to develop
perspectives of victims and does not
encourage affective sympathy in children, as
any negative effects of being harmed or
killed in the games are minimised ignored, or
even rewarded. Two teenagers in Tennessee
who shot at passing cars and killed one driver
told police they got the idea from playing
Grand Theft Auto III. Bruce Bartholow,
professor of psychology at the University of
Missouri, spoke about the effects of
simulating violence: "More than any other
media, these video games encourage active
participation in violence. From a
psychological perspective, video games are
excellent teaching tools because they reward
players for engaging in certain types of
behaviour. Unfortunately, in many popular
video games, the behaviour is violence
Similarly, some gameplay features were
censored for the Australian and New Zealand
versions of the game, though these censors
were subsequently removed. Several crimes
that were committed following the game's
release, such as murder and sexual violence,
were attributed to the perpetrators'
experience with the game, generating further
controversy. Grand Theft Auto IV has been
widely criticised for its depiction of violence
and murder.

Call of Duty is one of the most popular video game franchises in history, breaking
sales records with every new game Call of Duty: Black Ops is a military first-personshooter, and the average level of violence in multiplayer and campaign slightly
greater than most first person shooters. While there is no explicit gore in
multiplayer (just blood), the level of violence in the campaign can get quite strong
and graphic. The zombies mode even more so, with an

extreme amount of bloody


violence and gore, however the game has led to great controversy. People affected
by the terrible events of last December, as well as participants in the heated
debate about gun laws in the US, have been hoping that the state attorneys report
would offer clues to the shooters motivation and prior treatment. But the report
largely draws a blank on many of the most pressing questions. It finds clearly that
Lanza acted alone, and as a result declares the investigation officially closed. But
beyond that investigators confess to being baffled.
It is due to more video games that people have become more violent, an example
being, Adam Lanza, the twenty-year-old who convulsed America when he shot dead
twenty young children and six of their adult carers at Sandy Hook elementary
school in Connecticut last December, was obsessed with mass murders in the runup to his meticulously-planned attack and kept photocopies of newspaper articles
on shootings of children dating back to eighteen nighty one. However, the theory of
the hypodermic needle could show that Lanza was in fact a passive audience when
playing call of duty he was in fact addicted to the game. However, the theory can
not one hundred percent back up what he done, The theory has little place in
contempary anaylsis of audience reception,although it is possible that audiences
revert to such thinking form time to time , these types of instances are very
rareand dont carry a hige deal of momentum, if anthing audiences today tend to
be a lot more sophisticated and aware of how media affects them. T

his could mean that the violent images of


imaginative characters being killed in a horrific way was seen as normal due to
Adam being desensitized with the explicit images as he played this game for a long
period of time a day. Alexis may have seen this activity as normal and carried it out
in his shootings.
Furthermore, some researchers argue that the inherent structure of violent video
games limit young peoples abilities to develop perspectives of victims and does
not encourage affective sympathy in children, as any negative effects of being
harmed or killed in the games are minimised ignored, or even rewarded. Studies
carried out by my own research team have also shown that young people who play
violent video games report less concern for victims of crime, and attribute more
blame to the victims of crime.
Furthermore, it can be said violence depicted in video games is computer
generated characters, whereas violence in television shows can often be real life.
Contrary to these arguments, video games are indeed beneficial because they
develop the minds of children in a way that school does not, it can expose them to
cultures around the world and equips them mentally to deal with real life situations.
It can be concluded that video games are a form of entertainment which is not in
many ways suitable for children and teenagers. This assessment is based on a
number of negative consequences that excessive video gaming causes. Young
people who spend an inexplicable sum of hours playing video games are observed
to be prone to sight loss and obesity. In addition, they tend to be more aggressive
than their peers who do not play video games, and they experience difficulties with
social adaptation. Also, video games can lead to addictions that are no less serious
than alcoholism or narcomania, as evidenced in recent media stories reporting on
deaths among inveterate video games. This collection of facts contributes to the
negative evaluation of video games as an unwholesome activity for children and
teenagers.

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