MS3 Disagreement Article: Do first-person shooter games cause real-world violence?


Do First-Person Shooter games cause Real-World violence?

Article: 
Shoot to Kill: The Real Impact of Violent Video Games (2014)
by Art Bamford

Summery:
This article written by Art Bamford, references his personal experiences and other people's academic studies on the direct effects of violent video games, drawing attention to first-person shooters in particular. His views are negative towards the idea of violent video games, supporting and backing-up the texts he references when talking about the effects of violent video games.

Quotes:
  • "There is now enough evidence to comfortably say that playing first-person shooters can be a hindrance to the formation and wellbeing of today’s young people."
  • "But I do want to urge Christian parents and leaders to stop and think about whether you want to allow first-person shooter games into your home or church."
  • "I was impressed by how consistently studies found substantial effects—such effects are not typically found with other media, especially screen media like televisions or computers."
Secondary Article:
The Psychological Effects of Video Games on Young People (2013)
by McLean, L., & Griffiths, M. D.

Summery: 
Research has indicated that most young people spend more time watching screen media than in any other activity apart from sleeping (Strasberg, 2004). In Ireland, a large longitudinal study of children has indi- cated that over half of nine-year old children are playing videogames daily, while the international adolescence literature indicates that the rate of game play is growing year on year (Gentile, 2008). There is a concern that the effects of videogame playing are larger than the effects observed with television and film viewing (Anderson, Gen- tile & Buckley, 2007), and that children and young people may be at a greater risk of negative effects as a conse- quence of exposure to violent videogames. This literature review aims to explore the role and impact of videogames in the lives of young people within a technological society, and how this impact can occur. The exposure of young people to violent videogames may be viewed within the context of risk factors for the development of aggression, and as such an understanding of the research within this area may be paramount to allow a full consideration of levels of “exposure” to such a risk. Variables that may impact on the usage and effects of violent video game use are discussed, such as developmental stages, gender, individual characteristics, culture and game structure and content. Recommendations from key research in relation to monitoring of video game usage are also discussed.

Quotes:
  • "The students who were playing violent games took 450% longer to respond to the person in need than those playing the non-violent games."
  • “[One] cannot ignore the comprehensive reviews that indicate violent game play has a significant effect on aggressive behavior, affect, cognition and empathy across work conducted with over 130,000 participants…"
  

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