The Making of a Violent Child The research study in this document will focus on the theory of the affects of children playing Video Games who demonstrate a high level of aggression.
The thesis upon which this proposed study will be based will hold that video games have the potential to become the objects of obsession, or addiction, and that children fail to recognize their own physicality in relation to the addiction and become consumed with an exhausted aggressive behavior that does not give in the child's need for other sources of stimulation, nutrition, socialization, and focus.
This study will rely upon the experiments conducted by scholars and specialists in various professional disciplines whose research and experiment outcomes are analyzed for inclusion in this paper in support of the hypothesis that video games are the source of an obsessive addiction that causes children to experience a physical exhausted aggression that results in heightened aggressive responses to otherwise normal and noninvasive stimuli.
The exhaustion and aggression result in a diminished capacity and children suffering this condition cannot be held accountable for the danger they pose to others, or the harm they inflict upon others when in this exhausted heightened state of aggression arising out of their obsessive addiction.
Further, that the manifestation of the aggression is one that is reflective of the aggressive nature or violent images which have occupied a socially abnormal and unacceptable amount of the child's life and time. Video Games, Violence, Aggression and Exhaustion: The Making of a Violent Child Introduction The popularity of video games and technology in contemporary modern culture is one that has the potential to be one of the most useful academic tools ever conceived.
Unfortunately, the move from home entertainment to the classroom, and using the video game in a more constructive, productive and academic manner has been slow. That is perhaps because the industry is one geared towards profit, not education.
There is much more profit to be earned in marketing to the entertainment needs of the American family, most notably by way of keeping American children, entertained and causing them to be less conspicuous in the lives of adults.
Video games have supplanted the television as the current "babysitter" for children in the American family. While surrendering parenting to technology has never been a good idea, it is even more of a concern today in consideration of the "babysitter.
This research study proposes to examine the affects of video games and child aggression using the existing body of research and experiments in the area of research topic to support the hypothesis that video games lead to a heightened state of aggressive exhaustion in young children, causing them to suffer a diminished capacity that prevents them to be unaware of their aggressive state, which could be potentially harmful to others.
It is important to this study to utilize the existing scholarly body of research and experiment to demonstrate that this is a long standing condition being suffered by children as a result of over exposure to video games and video game violence. The study will show that there exists in current studies, experiments and literature evidence to suggest that the hypothesis is proven, and that this proof has gone unacknowledged, even refuted, by legal authorities.
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A newspaper article appearing in the Daily Mail discusses studies existing studies providing evidence of the harmful effects that television film and video violence has on children.
The article cited a study that showed that teenagers with no previous history of aggression suffered from loss of control and poor decision making after being exposed to violent images. Michelle Elliott was quoted in the article as saying, 'This will strike a chord with every parent. You can't feed children a diet of violence without an effect.
The video game industry keeps saying there isn't but you can't think that bad things don't influence children. I hope they take notice of this. There is a wide interest, unfortunately little action taken to minimize the effects of viewing violence by young children and teenagers.
Hickel and David Schumacherin their book Children Who Murder, present their research on children who murder. The authors say that information on the subject is not well coordinated, that while numerous studies exist, the statistical information has not been compiled or studied in a way that spotlights the widespread and severe and tragic impact that violent video games and films the industry does not differentiate between the mediums, but group them together under "media.
When we ask "Who are they, these preteens who commit murders? Unfortunately, as this chapter will describe, state and federal sources often fail to discriminate between age groups for those under 18, despite some very obvious logical groupings used in descriptions of young persons: Schools, for example, separate between grade, middle, and high schools.
Developmental psychologists used landmark events such as physical maturation puberty, cognitive ability, moral reasoning, causality, etc. It is the hypothesis of this study that the information will reveal the enormity of the problem concerning the effects of video game violence on young children and teens.
In his book, the World is Watching: Video as Multinational Aesthetics, Dennis Redmond describes the intense pursuit of not just video games, but the competition to deliver new, different, and more sensor provoking games this way:Download thesis statement on Video Games in our database or order an original thesis paper that will be written by one of our staff writers and .
The supporters of violent video games advocate that playing such games allows teenagers to divert their aggression into the virtual world instead of the real one. Teenage is a complicated period for most of the children, when their bodies and minds undergo a lot of changes.
1 Graduating with Honors: The Effects of Violent Video Games on Aggression A Senior Honors Thesis Presented in Partial Fulfillment of the Requirements.
Violent Video Games and Aggression Defined In violent video games sales have soared over the sales of nonviolent video games (tranceformingnlp.com, ). In , violent titles such as Call of Duty: Modern Warfare 3, Battlefield 3, and Gears of War 3 all made the top 10 best selling games (tranceformingnlp.com).
Oct 04, · A thesis statement is simply a sentence that states the idea or point of view that you will be writing about. It is not a question. So, 1) Vioelent video games make teens more tranceformingnlp.com: Resolved.
Video Games, Violence, Aggression and Exhaustion: The Making of a Violent Child The research study in this document will focus on the theory of the affects of children playing Video Games who demonstrate a high level of aggression.
The thesis upon which this proposed study will be based will hold that video games have the potential to become the objects of obsession, or addiction, and that.