Another incident occurred in April, 2000, when Jose Rabadan, a sixteen-year-old Spaniard, killed his parents and his sister using a katana sword, claiming that he was Squall Leonhart, the main character in the video game titled ‘Final Fantasy V111,’ on a mission of revenge. This was a consequence of playing the game too much and fantasizing about what he saw in the video game (Williams, & Marko, 2005). In 1997, there was the case of a thirteen year old, Wilson Noah, who was killed by his friend using a kitchen knife. The mother of the deceased claimed that Noah was stabbed because of the obsession his friend had with the video game known as Mortal Kombat. She alleged that the child who killed Noah was obsessed with the game, and thought he was one of the characters in the game named Cyrax. In the game, Cyrax uses a finishing move whereby he grabs the opponent and stabs him in the chest. It was alleged that this was the move that motivated the killing of that child. There are many other incidents that were caused by the effects of playing video games. A report that was compiled by the FBI in the year 2006 showed that the playing of video games among children was one of the behavioral traits linked to school shootings. The report outlined several factors behind school shootings of which playing violent video games was the most obvious (Anderson & Bushman, 2001).
According to Gentile and Anderson, playing video games increases the aggressive behavior of the player, since the acts of violence are continually repeated during the game (Gentile, & Anderson, 2003). “Although heightened physiological arousal (e.g., heart rate, blood pressure, skin conductance) can be beneficial in certain situations, physiological arousal produced by violent media (or by other sources), can be linked to an increase in aggressive behavior, especially when that arousal can be erroneously attributed to another provoking event, rather than to the violent media. Repetition of an act has been considered an effective teaching method, reinforcing learners patterns” (Barlett, Harris & Bruey, 2007).
Video games promote children to associate happiness and pleasure with the capability to cause pain to others. They develop the feeling that in order to be happy, one has to make other people suffer. Children who play video games tend to develop selfish behavior (Anderson & Bushman, 2001). Video games teach the player to be dependent and since the child is often left alone while playing a video game, he or she can develop selfish behavior. A certain study that was done at a Minneapolis-based national institute for media indicated that kids can get addicted to video games and exhibit social phobias. The interactive quality of video games is quite different from passively viewing movies or television. The games allow players to be active participants in the script. The players who are able to benefit from acts of violence are then able to proceed to the next level (Sherry, 2001).
- Bullying was largely overlooked as a type of violence until recently, after reactions to bullying were associated with motives inÂ several school shootings.
As a negative result of playing video games, violence in children has shown an increase. “Anderson and Dill found that males who were high in aggression and irritability, showed the strongest association between video game play and aggressive behavior” (Lillian Bensely & Juliet Van Eenwyk, 2001). There are many incidents of violent behavior among children who play violent video games worldwide (Gunter, 1998). One of the high-profile incidents is the Columbine High School massacre that was caused by 17-year-old Dylan Klebold, and 18-year-old Harris Eric. The massacre happened on the 20th of April, 1999, at Columbine High School, located in Jefferson County. 12 pupils and a teacher were killed by two pupils. It was later revealed that the two shooters in the massacre . It was also noted that the two shooters used to play and , games which are violent. After the incident, many newspaper articles claimed that the key cause of that incident was violent video games.
While the statutory term for domestic violence in most states usually includes other family members besides intimate partners, such as children, parents, siblings, sometimes roommates, and so forth, practitioners typically apply the term domestic violence to a coercive, systemic pattern of physical, sexual, or psychological abuse between intimate partners. Victims of domestic violence can be women or men; however, the overwhelming majority of domestic violence involves women as victims and men as perpetrators. For this reason, many organizations concerned with domestic violence focus their attention and services specifically on violence against women and their children.
Development psychologists experimented on children in laboratory settings, if the level of competency demonstrated by a child was below average for their age and stage of development, witnessing domestic violence was deemed to be the cause.
We expected that the effects of television violence and domestic would be strikingly similar to one another and the results of our study prove the similarities and provoke awareness to the differences....
However, although this is the main problem in our society,there are other kinds of domestic violence that not many people know but they have the same importance.
Males and females were equally likely to experience maltreatment or to witness violence in their lifetimes. () Similar patterns of child maltreatment were reported by both sexes, though males were more likely to experience physical abuse, and girls were more likely to experience emotional abuse.
The following section of this research paper discusses the types and prevalence of domestic violence. It also discusses domestic violence warning signs, stalking, dating violence, and domestic violence in the lesbian, gay, bisexual, and transgender (LGBT) community. The research paper concludes with a discussion of the judicial response to domestic violence such as domestic violence and family courts.
Various studies have shown that , especially children, to real-world violence. When players become desensitized, they tend to increase their aggression and decrease their empathy. Other researchers have indicated that playing video games among children does not lead to significant aggressive behavior, since the magnitude of the effect in the meta-analysis may be an outcome of publication bias. Despite pressure from various societies, many video games contain a considerable amount of violence. Violent games are seen to promote feelings of excitement, satisfaction, and empowerment among players (Hagan, et al. 2002). However, Przybylski et al, carried a study on video games and concluded that the desire and enjoyment for future play were linked to competence and the experience of autonomy in the video game, and not the level of violence. Different scholars have argued about the negative and positive effects of playing video games among children. This research paper will discuss the various effects that playing video games have on children. They impact children’s lives socially and they increase violence among children (Sherry, 2001).
According to United Nations International Emergency Children’s Fund (UNICEF, 2006) yearly hundreds of millions of children are exposed to domestic violence, and this leaves a profound negative impact in their lives and that of their future; furthermore, these children not only witness those violent acts but also hear the sounds and may be aware of the signs; it is a global fact....
The debate on whether video games have social effects and cause violence among players, especially children, can be traced back to 1976 when a video game entitled was released on the market. The main aim of the game was to run over screaming gremlins using a car which would then turn into tombstones. The pace of the game was pedestrian and the gremlins resembled human figures. There was a public outcry over this video game and eventually its production ceased. There were other violent video games that were produced later in 1993, such as and , which were followed by public outcry. In the same year, a board was established in the United States to look into video games and rate them according to their content (Siwek, 2007). The board is known as the entertainment software rating board (ESRB). The other video game that attracted media attention was Rapelay, produced in 2006 (Siwek, 2007). The video game required players to rape and stalk a woman and her two girls. Such video games are said to cause behavioral change among children.