Benchmark - Critical Thinking Essay.docx - Running head CRITICAL THINKING ESSAY Critical Thinking Essay Video Games Violent Behavior Psychological

Benchmark - Critical Thinking Essay.docx - Running head...

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Running head: CRITICAL THINKING ESSAY Critical Thinking Essay - Video Games & Violent Behavior: Psychological Perspective on Adolescent Behavior and Violence Crystal Rice PSY-510-Contemporary and Ethical Issues in Psychology’s Instructor: Anne Vargas-Leveriza Wednesday, March 18, 2020
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VIDEO GAMES & VIOLENT BEHAVIOR 2 Critical Thinking Essay - Video Games & Violent Behavior: Psychological Perspective on Adolescent Behavior & Violence Video games: self-entertainment, extended methods of educating, creative resources, “babysitter,” and more, video games were created w/a wide range of innovative stimuli for an interactive demonstration. Physicist William Higinbotham created the first video game in 1958 w/basic concepts, hand-drawn pictures, and innocent objectives. Since video games are designed with more realistic graphics, aggressive targets, and violent/harsh elements of destruction, creating expert debates in the adverse effects video games have/may have on human behavior within our youth. The coalition between the two (violent video games and adolescent aggression) continues as a front running issue in psychological research. Argumentative perspectives initiated within the professional realm create controversial correlations directly linked to increased violence, assault, and disregard for human life caused by video games that portray the same; however, in a virtual environment. Yet, some experts present persuasive arguments discrediting video games as contributing factors to the disruptive behavior of youth, within our society. The world, as we know, is changing, and it is critical to determine the cause and effect video games play within this change, ultimately, partly or not at all. To offer a balanced perspective on both sides of the spectrum, allow a constructive evaluation of both views to determine the causal and direct effects video games create. Argumentative Perspectives - Claim I The first claim presented, offers research into the indirect association violent video games have with real-world violent crime. In 2016, Cunningham, Engelstätter, and Ward created an article titled, Violent Video Games and Violent crime , offering a quasi-experimental methodology
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VIDEO GAMES & VIOLENT BEHAVIOR 3 detecting short- and medium-run effects linking the atrocities being committed, with the increase of certain video games being sold. The premise of this perspective was obtained from calculated sales of video games and data obtained from the Uniform Crime Report and National Incident- Based Reporting System; from the years 2005 to 2011. Upon conclusion of the data calculated, no direct link of violent crimes was associated w/video game purchase/usage, but a decrease in crimes could be confirmed (pg. 1247). Also, increased exposure to violent video games during
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  • Spring '16
  • Cortisol, Video game controversy, Argumentative Perspectives

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