Fitero/1 Charlene Fitero Professor Wills Composition 100 14 December 2012 Violent Video Games Media is the main means of mass communication where violence has a strong hold on and influence over its audience. Through means of films and images, messages are able to transcend internationally, raising awareness for a certain cause or promoting an idea of some sort. In Sontag’s article, “Watching Suffering from a Distance, " she depicts the role of violence and its correlation to the media. "No one after a certain age has the right to this kind of innocence, of superficiality, to this degree of ignorance, or amnesia” (437). In other words, there is no blind eye to the harsh reality of the sufferings humans have inflicted upon each other after reaching adulthood. “The images say: This is what human beings are capable of doing…Don’t forget,” (438). The pictures shown in the article, display the actions of manslaughter of men, women, and children. Although these images are shown to haunt our minds and remind us of the reality of violence, other means of media, such as video games contrast with this idea greatly. Violence is incorporated in the majority of most video games for pure entertainment, such as Grand Theft Auto (GTA). The name of the series means, “motor vehicle theft,” and the reality of the games subdue American culture by taking the existence of society’s lowest epitomes, such as racism and stereotyping, and make a comedic satire for its players enjoyment. This parody built on the foundation of our current time holds great controversy for its violent nature and mature content. The series takes place in fictional towns modeled after Fitero/2 American cities, making the surroundings surreal and realistic. The gameplay has a story mode where players are given the role of a criminal and must complete assigned missions, engaging themselves in illegal activity, in order to progress. As the protagonist successfully finishes a task and advances, their rank in the criminal organization rises, however the reason differs in every GTA game for the main character to come out on top. The antagonists in the game are the police who try to stop the player from committing any crimes by having police chases, gun-fire, and hand to hand combat. Also, other characters who have betrayed, or deceived the protagonist are enemies that try to prevent you from completing your missions. Due to the games intense violence, blood, sexual content, and use of explicit language, it is rated “M” for Mature and 18+ to keep this kind of gameplay exposure out of reach from adolescents. Unfortunately, this protection method proves to be ineffective and children across America are interacting with this virtual reality. Playing these types of violent video games cause children to view violence with an adolescent sense of humor while facing desensitization with its connection to moral value and increase in aggressive behavior. Jeanne B. Funk’s journal entry, “Playing violent video games, desensitization, and moral evaluation in children," focuses on the psychological development of children and ethical values aged 5 to 12 in relation to their disposition on violent video games and desensitization ethically. “Several recent reports confirm that video games have a significant presence in the lives of children and adolescents.” (414.) To figure out the outcome of moral evaluation and how it is linked to violent video games, Funk conducted experiments of short-term and long-term play on video games. Short-term exposure did not show much change in a child’s behavior or moral values. In contrast, long-term Fitero/3 exposure proved to reduce empathy in children and strengthen the attitude towards violence as the solution to justify certain situations. “Relationships between video game playing and empathy were examined in two surveys. Although no significant relationships were found with self-esteem, adolescents whose favorite game was violent had lower empathy scores on the 7-item ‘‘fantasy empathy’’ subscale of the Interpersonal Reactivity Index.” (417). Although “some children may be at higher risk for negative impact than others,” (432) it was concluded that not all children experience an in increase in aggravated behaviors associated with violence due to violent video games. In the article, “A Longitudinal Study Of The Association Between Violent Video Game Play And Aggression Among Adolescents,” it covers the affiliation between violent video games and aggression. They describe several different theories as to why there is an association between violent video game play and aggressive behavior. “Adolescents who play violent video games may imitate the aggression that they observe in the games (Bandura, 1977)” (1044). This particular theory stood out to me personally, because I have a little 9 year-old nephew who has had a recent change in vocabulary because of video games he has played that contain explicit language. Although there is no change in his behavior, the way he speaks is unpleasant and rude. The research further shows that long-term video game play and aggressive behavior over adolescent years are evaluated by the socialization of the games (violent video game play predicts aggression over time) versus selection hypothesis (aggression predicts violent video game play over time). The study favored the socialization hypothesis, as the results showed that violent video games have predicted higher levels of aggression over time. However, no evidence was found for the selection hypothesis. The range of video games in this examination, also includes Fitero/4 nonviolent video games. The results for nonviolent video games, had the test subjects experience no negative effects. Perhaps this is “Due to the fact that nonviolent video games often differ from violent video games on several dimensions, such as competitiveness and pace of action” (1055). I have two brothers and like most boys, they have loads of video games, which consist of violent and non-violent types. I love playing the video games with them, such as Mario Party and I also play other games with them such as, Call of Duty: Black Ops; two very different video games in both game design and plot. Whenever we play Mario Party, a game that has a variety of mini-games that is rated “E” for Everyone, it is solely just family, fun in defeating the challenges the game throws at us. Call of Duty: Black Ops is rated “M” for Mature because it revolves around an open world that is manifested in a zombie apocalypse, in which the players fight for survival. In comparison, my brothers get more aggravated as their anxiety increases while shooting the zombies in Black Ops. They yell at the television screen and are “on edge” for the longest time. They get so engrossed into the game that any slight distraction irritates them. In Soraya Murray’s article, “ High Art/Low Life The Art of Playing Grand Theft Auto,” she critiques the video game Grand Theft Auto: San Andres in a negative outlook. She depicts “the militaristic culture of violence” in the playing game as the reason for the increase in popularity, causing the company Rockstar Games to produce its latest edition of the series, Grand Theft Auto: San Andres, with more violence than ever. The article provides a strong distaste for the design of the game and the storyline because she feels the very vulgarity this game displays, leaves a deep impression on the minds of children. Along with the realism, she claims that there is a lot of interaction with the stimulated Fitero/5 environment that involve stealing cars, gangs, and gunfire. Since video games require characters to be controlled by players, this interaction can desensitize a person to violence. GTA is a virtual reality with fictional scenarios based off our world and “by learning how to effectively navigate a stimulated body within this manifestation, the quality of place comes to life” (92). The familiar feel of the environment in the game in contrast to the real world, may cause confusion among adolescents. They could find it morally acceptable to apply violence as the solution to certain problems in real life, like in the game. Viewing violence as a justifiable answer in reality to any case, displays how these children have already been desensitized. They have grown numb to the feeling of guilt and the drastic affects violence can actually cause. Jacqueline Savaiano article, “Are Video Games Really So Bad?” revolves around the effects of violent video games it has on children in the United States. It addresses the concerns of parents and the desensitization of children toward violence. “Do graphically violent games desensitize children to violence? Do such games teach kids to take pleasure in the suffering and death of others? Are even nonviolent e-games addictive?” (Time 153.18). Not all children who play violent video games are affected in a negative manner. In disposition to my argument, there are some cases where even video games help stimulate the mind. A majority of violent video games require critical and strategic planning. On same games, players are able to go online and cooperate with one another in order to defeat the level. Patricia Greenfield is a psychology professor at UCLA and has studied the relationship between video games and intelligence and found a positive correlation. “Her research attributes an increase in worldwide "nonverbal IQ" (spatial skills, the use of icons for problem solving and the ability to understand things from Fitero/6 multiple viewpoints) to the spread of video games” (Time 153.18). This positive side effect from playing video games, however, resulted in the lack of important social skills. When children play video games, the session usually lasts for hours with no interaction with people from the real world. "It's unfortunate that in our society we are more concerned with raising IQ than with people having a social intelligence and responsibility," Patricia Greenfield said. Many people play video games and even though there are rating systems on the games set for children, teens, and adults- many parents overlook that crucial factor and just pick the popular games in stores when buying the game for their child. Kids are able to get their hands on extremely violent video games every day, and underestimate violence by the impression video games partake as a source of entertainment. It builds up a child’s tolerance level for violence due to constant exposure to simulated aggressive behavior, which desensitize in moral value. However, it is not just video games that contribute to the desensitization process. I t is in fact, all forms of media. The media is an everyday part of life and will always be there. Even though the violence incorporated in the media tend to affect children more because they are still at an adolescent mind set, teens, adults- young and old are under its influence as well. Fitero/7 Works Cited Funk, Jeanne B. "Playing violent video games, desensitization, and moral evaluation in children." Journal of applied developmental psychology 24.4 (2003): 413-436. Web. 15 November 2012. Murray, Soraya. "High Art/Low Life: The Art Of Playing Grand Theft Auto." PAJ: A Journal Of Performance & Art 27.80 (2005): 91-98. Academic Search Complete. Web. 15 Nov. 2012. Jeong, Eui Jun, Frank A. Biocca, and Corey J. Bohil. "Sensory Realism And Mediated Willoughby, Teena, Paul J. C. Adachi, and Marie Good. "A Longitudinal Study Of The Association Between Violent Video Game Play And Aggression Among Adolescents." Developmental Psychology 48.4 (2012): 1044-1057. Academic Search Complete. Web. 19 Nov. 2012. Jacqueline Savaiano, et al. "Are Video Games Really So Bad? (Cover Story)." Time 153.18 (1999): 50. Academic Search Complete. Web. 18 Nov. 2012. ProCon.org. "Video Games ProCon.org." VideoGames.ProCon.org. ProCon.org, 25 Oct. 2012. Web. 18 Nov. 2012