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Violence in Video Games and Entertainment

Uploaded by spootyhead on Mar 19, 2007

Violence in Video Games and Entertainment

Video games and children video games were first introduced in the 1970s. By the end of that decade they had become a preferred childhood leisure activity, and adults responded with concern about the possible ill effects of the games on children. Early research on these effects was inconclusive. However, a resurgence in video game sales that began in the late 1980s after the introduction of the Nintendo system has renewed interest in examining the effects of video games. Some research suggests that playing video games may affect some children's physical functioning. Effects range from triggering epileptic seizures to causing heart rate and blood pressure changes. Serious adverse physical effects, however, are transient or limited to a small number of players.

Research has also identified benefits associated with creative and prosocial uses of video games, as in physical rehabilitation and oncology. Proponents of video games suggest that they may be a friendly way of introducing children to computers, and may increase children's hand-eye coordination and attention to detail. Video Game Use by Children Recent studies of television watching by children have included measures of the time children spend playing video games. In 1967, the average sixth-grader watched 2.8 hours of television per day. Data from 1983 indicated that sixth-graders watched 4.7 hours of television per day, and spent some additional time playing video games. A recent study examined video game playing among 357 seventh and eighth grade students. The adolescents were asked to identify their preference among five categories of video games.

The two most preferred categories were games that involved fantasy violence, preferred by almost 32% of subjects; and sports games, some of which contained violent subthemes, which were preferred by more than 29%. Nearly 20% of the students expressed a preference for games with a general entertainment theme, while another 17% favored games that involved human violence. Fewer than 2% of the adolescents preferred games with educational content. The study found that approximately 36% of male students played video games at home for 1 to 2 hours per week; 29% played 3 to 6 hours; and 12 percent did not play at all. Among female students who played video games at home, approximately 42% played 1 to 2 hours and 15% played 3 to 6 hours per week. Nearly 37% of females did not play any video games. The balance of subjects played more...

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Uploaded by:   spootyhead

Date:   03/19/2007

Category:   Social Issues

Length:   7 pages (1,567 words)

Views:   3723

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