Cognitive, Conscious, Energetic And Behavioral Impact Of Violent Video Gaming Experiences

3795 words - 16 pages

Cognitive, Conscious, Energetic and Behavioral Impact of Violent Video Gaming Experiences
Gabriel Aaron Dionne
Strayer University
English 215
December 11th 2011

Cognitive, Conscious, and Behavioral Impact of Violent Video Gaming Experiences
“Nonviolence means avoiding not only external physical violence but also internal violence of spirit. You not only refuse to shoot a man, but you refuse to hate him.”
Martin Luther King, Jr. Brainy Quote (2011) Identifies Violence as: The quality or state of being violent; highly excited action, whether physical or moral; vehemence; impetuosity; force.
Injury done to that which is entitled to respect, reverence, or observance; profanation; ...view middle of the document...

May involve extreme and/or realistic blood, gore, weapons and depictions of human injury and death
Language - Mild to moderate use of profanity
Lyrics - Mild references to profanity, sexuality, violence, alcohol or drug use in music
Mature Humor - Depictions or dialogue involving "adult" humor, including sexual references
Nudity - Graphic or prolonged depictions of nudity
Partial Nudity - Brief and/or mild depictions of nudity
Real Gambling - Player can gamble, including betting or wagering real cash or currency
Sexual Content - Non-explicit depictions of sexual behavior, possibly including partial nudity
Sexual Themes - References to sex or sexuality
Sexual Violence - Depictions of rape or other violent sexual acts
Simulated Gambling - Player can gamble without betting or wagering real cash or currency
Strong Language - Explicit and/or frequent use of profanity
Strong Lyrics - Explicit and/or frequent references to profanity, sex, violence, alcohol or drug use in music
Strong Sexual Content - Explicit and/or frequent depictions of sexual behavior, possibly including nudity
Suggestive Themes - Mild provocative references or materials
Tobacco Reference - Reference to and/or images of tobacco products
Use of Drugs - The consumption or use of illegal drugs
Use of Alcohol - The consumption of alcoholic beverages
Use of Tobacco - The consumption of tobacco products
Violence - Scenes involving aggressive conflict. May contain bloodless dismemberment
Violent References - References to violent acts
This list looks a rap sheet for a psychopathic convict in my opinion.
Behavioral and Psychological changes are associated with the video gaming experience. American Psychological Association and Anderson (2003) shows research using the General aggression model, competition hypothesis, and Taylor competitive reaction time task, which indicates that rewarding violent actions in video games increased hostile emotion, aggressive thinking, and aggressive behavior.
Numbness and acceptance of gory violent acts in gaming experiences seems be growing amid reviews of certain school shooting incidents and as documented in American Sociological Association and Sternheimer (2007); “President Bill Clinton is right. He said that this shooting was no isolated incident, that Kinkel and other teens accused of killing teachers and fellow students reflect a changing culture of violence on television and in movies and video games”
From my review and evaluation of the gaming experience, and from review of Scholarly experimentation, I feel strongly that: Violence portrayed in popular highly addictive video games should be closely monitored by parents and the impact of such violence on the developmental psyche and sub conscious behavior should thus be evaluated for its detrimental impact on developing children and pre-teens.
Evaluating the impact of the gaming experience on behavioral brain functionality, human aggression and...

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