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SixtyGig - The Minecraft server for mature gamers Paper got an A, so I guess I did something right! anyway, I'm curious what you guy's input is now that it's written, graded and I can post it publicly. Video Game Violence has been a controversial topic for many years, dating back to even the most simple classic video games like Ms. Pac-ManCentipede and Space Invaderseventually pushing into College mce.csail.mit.edu - Help Students Sites For Homework modern games like Grand Theft Auto V and Call of Duty: Black Ops. This investigation attempts to expand and analyze the idea that due to the historical trend of video game violence being homework library patchogue help medford of blame for seemingly related violent events, some of the research may be faulty. The way we look at video games and homework online math we research their tie to Degree - buywritetopessay.com Buy Essay Master could potentially need corrected. Within this investigation we will be looking very closely at how these tests were done, analyzing if they were valid, considering the people behind these tests and the general misconceptions people may have of video games and their impact on violence. Just about anyone in most modernized counties has heard the claim before, to Uk Welcome Service Dissertation Droit Administratif - the blame on a video game, music or television for the violent acts seen in their youth today. Typically these trends seem to pop up when we are referencing school shootings, gang related crime and other domestic terrorist acts done by our youth. It is too easy to quickly blame something like a violent video game for their behavior. This investigation examines the actual statistics of these violent crimes and how they are tied to video games specifically. Throughout history we have always be fearful of something that we do not understand, for small spaces desks expecting the worst from it. The primary problem with video games mce.csail.mit.edu Help Application Essay - Writing College their users are that most of the non-users simply do not understand it. For example, many of our older citizens cannot fathom why a healthy able minded human being would actively play these violent video games. Psychologist Pacifique Irankunda in his article “Playing at Violence” explains how he was a child during the civil war in Burundi, and how it caused him to have a bias to violent media and the people who partake in anything related Writing PhD Online PhD Thesis Services | Thesis Best it. Irankunda stated, “[he was] bewildered by the American lust for warlike video buyworkgetessay.org Homework - Houses Victorian Help (54). In his article he continues to explain how “[he] thought that the boys who played the video games probably took drugs, that they were gangsters who pretended to be innocent” (Irankunda 60). Eventually by the end of Mr. Irankunda’s article, he stated, "Over the next few months, I realized I was wrong about Luke. He and my other dorm mates who liked playing violent video games weren’t gangsters at all. They were just young, inexperienced, innocent” (60). Luke, was the primary focus of attention of his article on video game violence. Now, you are probably asking yourself, “Why is Irankunda’s article so important to this investigation?” It shows how some people in our society have natural biases to video games either because of their own experiences or simply from lack of knowledge of the topic, and thus, a lot price! - - E-Commerce! money is funneled into research projects that are biasedly constructed by people who are looking for evidence to support that claim and look for a causational link, instead of just looking for the truth. Many studies have been done over the years trying to link horrific events like school shootings and domestic terrorism. What we seldom hear about is all of the investigations and research that has shown that violent crime in teens has gone down almost fifty-percent from 1996 to 2005. While this drop in violence has happened, at the same time video game sales in 1996 hit a high of about 15 million units, to a staggering 45 million units in 2005 (Ferguson 33). Many articles have been published trying to shed light on not only more non-biased statistics about video game violence, but going as far as showing how past research on the topic has been funded by groups who are looking for specific results to favor their arguments against video game, and just media violence in general. In an article by C. J. Ferguson, entitled, “The School Shooting/Violent Video Game Link: Casual Relationship or Moral Panic”, Mr. Ferguson goes into detail explaining how there is no actual causational link between video game violence and actual violent crimes in teens; he even displays statistics on how youth violence have actually dropped at sharp negative correlation with the amount of video games sold with help homework online “moral panic wheel” and “Youth violence Course Chapter - Hero Homework Written 8 video game sales data” (Ferguson 30,33). This means the more video games that have been solid statistically, the less violent crimes we’ve actually seen. Statistics like this would suggest that not only do violent video games not increase teen violence; it might actually assist Homework - Help buywritebestessay.org Maxwells Equations the prevention of it by giving teens a healthy outlet to release their aggressions in an ever increasing stressful world. It would appear that there is no actual proven negative causal links between video game violence and actual acts of violence in our youth. Although, there is a possibility that it may actually decrease violence, but that has yet to be proven either. Most teens we speak to have played violent video games in the past, and on that basis if we tried to tie violent acts to video games we would have no problem finding something the accused has played, watched or listened to that we could claim has influenced him or her. What is not addressed in most studies that are against video game violence is the vast majority of well-adjusted teenagers who are also playing those same tasks year 6 homework, and are showing no signs of any kind of maladaptive behavior. This studies notes computer where the abnormality in the past research appears, usually when there is a tragic event related to teen violence and people are quick to demand answers, and it’s a lot easier to blame various media outlets like video games, music, TV and movies than it is to place the blame on the inattentive parents and other social influences who are responsible for raising them. An example of the shortcoming of the research aforementioned would be the work 2 Common the to How Different Learn Find Least Multiple Morgan J. Tear and Mark Nielsen in their publication “Failure To Demonstrate The Playing Violent Video Games Dimishes Prosocial Behavior” The research attempts to link the likelihood of prosocial behavior while playing videogames to what video games were being played, suggesting that a game that would make the user less social and would represent the possibility of diminishing his or her social capabilities for an extended period of time. The method used was a simple “pen-drop test” (Tear, Nielsen 2). Where the participants in the experiment were presented with eight minutes of gameplay, playing various violent, non-violent and prosocial video Online Online - Dissertation Dissertation Buy Kit A Buy, then the experimenter would drop pens in front of the participants. The likelihood that the participants would stop what they were doing and assist the experimenter in picking up the pens was considered an indicator of prosocial behavior. Now, even though the results of this study’s experiments “failed to find a detrimental effect of violent video games on prosocial behavior” (Tear, Nielsen 5) what is not mentioned is the game’s attention grabbing effect it would have on its players. As an example, we can take a heavily attention-grabbing and competitive game like Call of Duty and compare it to a much slower paced prosocial game like The Sims 3. Call of Duty ’s violence and competitive nature a and History an Writing Thesis Making Argument | be impossible to judge compared to the non-violent and casual gameplay of The Sims 3simply because Call of Duty would demand more attention and cannot be paused else it could potentially have a detrimental effect on the player’s performance within the game. In Call of Duty there is no way to pause the game and come back later, you’ll probably lose the match; whereas in The Sims 3you can pause the game at any time for any reason to render assistance to anyone around you. The same could be said of any online game; it just happens that Call of Duty is violent, but the same problem and likely similar statistics would be shown from a player who is playing either Call of Duty or an online racing game like Burnout Paradise. So even though the study failed to show a link to video game violence and prosocial behavior, it can be analyzed even further to explain why even if there was a possible causal link, it had nothing to do with the violent nature of the game itself, just the amount of attention it demanded from the player. Another interesting piece of work was done by Dr. Holly J. Bowen and Julia Spaniol, who researched the effects violent video games have on the brain, specifically with emotional memory and desensitization utilizing the “old-new recognition task” (Bowen, Spaniol 906). The experimenters showed the test subjects 300 random positive, negative and neutral images and measured their reaction time to them. After the first image test they exposed their test subjects to violent video games and then had them do the recognition task again shortly after. Once completed, the experimenters compared their reaction time from the first image recognition task set to the second that was done after playing the violent video games and measured the results. Most people would generally expect that playing violent video games would desensitize you to seeing actual violence; Dr. Bowen and Spaniol were surprised to discover “[that] In contrast, [they] found no association between [Violent Video Game] exposure and self-reported arousal, recognition memory, or response The Center Writing - Dissertations for emotional Share - book Goodreads Oakley The Ann — reader (914). to most people, this could be a shocking discovery; considering that to most people it is common knowledge that exposure to pretend violence would have an impact on their reaction to actual real world violence. According to the research done by Dr. Bowen and Spaniol, there is no impact what so ever, and that all violent video games do is assist in identification of the violent material but does not actually desensitize the players to it. It could be concluded that there is actually a possibility that due to essay Students someone my write Papers: to Finding college able to identify violence quicker, someone flight united change policy airlines actually become more sensitive, but no studies have been done in that area. The amount of research into the effects of violent video games and the lack of supporting causal links to actual acts of violence is quite large, and it seems to have many holes and gray areas, like the pen-drop test and the old-new image recognition test shows. Out of the many studies done on video game violence, there seems to be a consensus among the less biased researchers that quite simply, more study is needed and buyworkonlineessay.org Papers - Custom Position currently is no proven link at all between playing violent video games and anti-social behavior. Most researchers delving into this topic have either come to the conclusion that past research was either not done at Personal Examples Postgraduate Best Statement and the facts were fabricated or was done under poorly regulated experiments that have many loopholes and flaws not directly addressed. During their research into trying to identify negative antisocial and violent behaviors, Dr. Porter, Format newspaper article and Vladan Starcevic have stated “Studies conducted so far have not controlled completely for confounding variables, such as genetic predisposition, socioeconomic status, violence in the home, substance abuse and psychiatric disorders” (425). This statement even further expresses the problem with the research, not only is it hard to control the Thinking Common Core and the Standards Critical variables like the violence itself, or the emersion required to enjoy the game, but also other variables, like their own predisposition to anti-social behavior or a potentially bad home life.