Presentation of the Issue
Video games have always created controversy, because they somehow affect peoples’ behaviors. It can cause aggression when violent games are played. This does not necessarily mean that people will kill others, but can cause behavioral changes in their attitude.
The article “State of play: Violence and video games” it was published by the BBC and written by Margaret Robertson is an example of this issue in society. This article utilizes examples from real life to help the readers understand that violent games can cause people to adapt different and even harmful behaviors.
The article also describes some video games that are considered violent; Robertson herself tells us about her experience when she herself plays with these games. Even though violence is viewed on television the video games portray violence in a more realistic manner; therefore producing an alteration in someone’s conduct.
The I.T. systems involved in this issue are computers and software, which are programs that tell the computer what to carry out. In this case they are written codes that are the games and which are later shown on computer screen. There is also a hardware which is the physical part that is necessary for playing the games.
Society is of course affected by this I.T. system in both positive and negative ways. Some of the positive ways are providing entertainment for people; regardless of age or gender. A negative effect connected to this IT system is that video games change people’s attitudes which can cause negative side effects in society, because this can cause radical and dangerous behaviors which will be dangerous for other people.
Criteria B:
The IT background of the issue
Video games need a processor, which has all the codes of the information that is going to be given in graphics. A processor controls all the functions of a game. It’s considered vital because with its absence video games will never work.
A piece that is fundamental and is considered the translator of the information given by the processor is the graphic card. This card shows us all the symbols but in images, which makes it easier for us humans to understand what these symbols mean. Basically the function of this card is simply to show these codes on the screen.
An important peripheral for example, is the joystick. This peripheral element helps to the main objective of entertainment. Incorporating this element or accessory makes the purpose of the game more realistic. A peripheral is a piece that is added to a system in order to spread out its abilities.
Video games have changed from unrealistic to realistic. These qualities are possible due to the graphic card and processor, which are a major influence in video games.
In the past when the graphic card wasn’t so effective, the images were simple and were of a bad quality. As we can see on the left side there is an example of how old video games are. In the past they were simple and didn’t show high levels of violence.
Now technological graphic cards portray violence in video games, these graphics are more 3D and lively and this is affecting people’s behavior.
More realistic games produce more violence as seen in Figure 1. There is a great difference between high violent games and low violent games. A scientific research states that 68% of students that play video games have an aggressive attitude. This is another example to prove that video games affect people’s behavior.
Criteria C:
The impact of the issue
There are many negative and positive aspects of playing video games. A positive impact that video games have is that we can use them as a way of entertainment and pleasure, but the problem is that the media and the politicians often remark video games and gamers as folks devils (Karen Sternheimer, 2007). Video games are not a bad influence; scientific studies show that playing for a short time causes relax in peoples’ behavior.
Most of the time the media and adults judge young people fro being violent because of aggressive video games, but they do not really know and analyze deep inside what the real issue is about (Sujata Sinha, 2007).
During the last years video games have greatly changed technologically, becoming rational. Playing violent video games in short-term and long-term affects people (Jessica Nicoll & Kevin M. Kieffer, 2005). Aggressive behavior is a major issue that matters and we have to deal with. The scientific study done by these people clearly stated that people are less aggressive when playing for twenty minutes than the ones that play for hours.
Two kinds of experiment called (violence in the real world and violence in the lab) were implemented on college students in order to investigate more about the causes of violence when playing video games. All the graphics are real that make the players think that they are in a real life situation; as a consequence most gamers that are addicted to video games have the worst behavior (Anderson, Craig &Dill, 2005).
Criteria D:
Solutions to the problems arising from the issue
some parents have started to complain about how violent video games changed the behavior of their children, leading them to become more hostile. There are scientific studies that probed that there is a big difference with kids that play violent video games and kids that study instead. Parents don’t believe that playing video games affect or influence their children’s behavior, but they still think that we need a solution to this problem.
A possible solution for this problem would be the control the selling of violent video games; it would be a good option to sell interactive games to academic purposes. We can use games in a positive way; one option would be have fun while learning something new. Another way in which we can prevent violent behaviors is by monitoring the amount of time that children are playing video games.
To achieve this goal of reducing levels of violence in children we need parents to be strict with their kids and control the time that their children kid spend time playing and also the government should control the type of games that are being sold.
Criteria E:
Bibliography
Robertson, Margaret. "State of Play: Violence and video games." BBC News. 13 Aug. 2007. 26 Nov. 2007
Walsh, David. "Video Game Violence and Public Policy." National Institute on Media and the Family. 1
Dec. 2007
Sliwinski, Alexander. "Study: Evidence low that video games cause violence." Joystiq. 19 Feb. 2007.
1 Dec. 2007
"Games & Violence." Video Game Voters. 1 Dec. 2007
Jenkins, Henry. "Reality Bytes: Eight Myths About Video Games Debunked ." Video Game Revolution. 1
Dec. 2007
Willenz, Pam. "Violent Video Games Can Increase Agression." Media Information. 23 Apr. 2000. 1 Dec.
2007