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Communication

Works Cited

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Works Cited

Khalil, Salman, et al. “Impact of Playing Violent Video Games Among School Going Children.” Indian Journal of Community Health, vol. 31, no. 3, July 2019, pp. 331–337. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&AuthType=ip,shib&db=a9h&AN=140237292&site=eds-live&scope=site.

In the article, a study is conducted on determining the prevalence of video games among school-going children. A sample of 400 adolescent were subjected to the study. However, the research revealed that 83.75% of the sample played video games, and 62% loved to play violent video games. The research indicated that children who played violent video games have a higher chance of becoming violent.

 

Riddle, Karyn, et al. “‘ It Lets Me Fight the Bad Guys’: An Exploration Into the Factors Predicting Enjoyment of Violent Video Games.” Communication Studies, vol. 70, no. 1, Jan. 2019, pp. 36–58. EBSCOhost, doi:10.1080/10510974.2018.1438490.

In the article, It Lets Me Fight the Bad Guys Riddle, and Karyn researches to find out what motivates people to watch a violent and nonviolent video. The study involved sampling of people watching violent videos and those who watch nonviolent videos. The later results indicated that watching violent videos is one of the ways in which people learn how to control their emotions. Furthermore, the article articulates how people derive enjoyment from various videos they watch.

 

Greitemeyer, Tobias. “The Police Officer’s Dilemma: The Relationship between Violent Video Game Play and Responses in a First-Person Shooter Task.” Journal of Media Psychology: Theories, Methods, and Applications, June 2019. EBSCOhost, doi:10.1027/1864-1105/a000260.

In this article, Tobias and Greitemeyer explore how habitual watching of violent video implicates police officers chances of shooting. However, the report puts it that the continual watch of extreme movies bolsters ones’ aggressive thinking. Furthermore, the results indicated that watching violent movies bolsters the processing skills of the affected person; hence one will shoot after making the right decision as he or she will think about it first.

 

Weber, René, Ute Ritterfeld, and Klaus Mathiak. “Does playing violent video games induce aggression? Empirical evidence of a functional magnetic resonance imaging study.” Media Psychology 8.1 (2006): 39-60.

In this article, Weber conducts research intending to find out if playing video games has an influence on aggression. However, in order to find detailed information, 13 male players were put into consideration and the kind of games they were playing. The previous study by neuroscience suggested that violent video increased aggression as it had an impact on the anterior cingulate cortex (ACC). The article supports that playing violent games induces aggression.

 

Coyne, Sarah M., et al. “Violent Video Games, Externalizing Behavior, and Prosocial Behavior: A Five-Year Longitudinal Study during Adolescence.” Developmental Psychology, vol. 54, no. 10, Oct. 2018, pp. 1868–1880. EBSCOhost, doi:10.1037/dev0000574.supp (Supplemental).

The article puts forward information relating to the effects of watching violent videos during the adolescents’ stage. In this article, a survey was conducted where 488 adolescents took part. However, the results indicated that prolonged exposure to violent video contributes to the externalizing behavior among teens at adolescents’ stage; however, the results do not go beyond five years.

 

Denson, T. F. (. 1. )., et al. “Violent Video Game Play, Gender, and Trait Aggression Influence Subjective Fighting Ability, Perceptions of Men’s Toughness, and Anger Facial Recognition.” Computers in Human Behavior, vol. 104. EBSCOhost, doi:10.1016/j.chb.2019.106175. Accessed 3 Mar. 2020.

The article postulates that the number of video games in the United States has been rising; thus, research was conducted to determine the implications of video games. However, from the study, the writer postulates that video games increased the rate of subjective fights and, with the continued play, indicated that the perception of toughness reduced. However, the article puts it that the popularity of violent video is the high US, and they attract more players.

 

LaCroix, Jessica M., et al. “Effects of Immersive, Sexually Objectifying, and Violent Video Games on Hostile Sexism in Males.” Communication Research Reports, vol. 35, no. 5, Oct. 2018, pp. 413–423. EBSCOhost, doi:10.1080/08824096.2018.1525351.

In the article, “Effects of Immersive, Sexually Objectifying, and Violent Video Games on Hostile Sexism in Males.” The writer conducts an experiment trying to figure out the effects of playing violent video with immersion. However, a game depicting a sexualized female and a man as a shooter promoted made the player feel immersed in the video, and the evident results were that the immersion increased aggression and hostility among the players. However, the immersion into a video game ought to be reduced as it has negative implications on the player.

Afaq, Ahmar1, ahmar.afaq@slsh.edu. i., and Mohd2, imranmohd288@gmail.co. Imran. “Sexual Violence Against Women in Video Games: The Effect of Virtual World on the Real World.” IUP Law Review, vol. 9, no. 3, July 2019, pp. 46–56. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&AuthType=ip,shib&db=lgs&AN=138364982&site=eds-live&scope=site.

According to the article “Sexual Violence Against Women in Video Games,” the writer postulates that the video games are in rise and have replaced traditional games. However, the love for video games comes with implications due to the fact that violent video games are in the lead and have made the players violent. The cases of gender violence have been reported to rise due to video games, which involve gender violence. Inquest to avert violent videos, California passed laws seeking to stop the sale of violent video games. Furthermore, the article suggests that the state should put in place laws curb the sale of violent video games.

 

Sofia, Fuaad M., and Marina A. Klimenko. “Hey! Listen! Just Because It’s Violent Doesn’t Mean It’s Immoral.” Psychology of Popular Media Culture, vol. 8, no. 3, July 2019, pp. 251–258. EBSCOhost, doi:10.1037/ppm0000171.

In the article, the study is conducted to define if exposure to violent videos has an impact on behavior. However, to find a conclusive answer, the study was conducted by exposing online students to violent videos, and some were not exposed to video. Upon the elapse of some time, the observation was done on the two segments of students, and results indicated that students exposed to the violent video have high competence and the competence of those not exposed registered low competence. The study postulates that watching violent videos should not be criminalized as it plays a role in shaping the competence of the affected person.

 

 

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