Read About Video Games And How They Affect Behavior

Read About Video Games And How They Affect Behaviorcall Of Duty Mode

Read About Video Games And How They Affect Behaviorcall Of Duty Mode

Read about video games and how they affect behavior. Call of Duty: Modern Warfare 2 is a first-person shooter video game developed by Infinity Ward and published by Activision for the Xbox 360, PlayStation 3, and Microsoft Windows. Released worldwide on November 10, 2009, it is the sixth installment of the Call of Duty series and a direct sequel to Call of Duty 4: Modern Warfare. The game received positive reviews, with a 94% aggregate score on Metacritic, primarily praising its in-depth multiplayer component.

Within 24 hours of release, the game sold approximately 4.7 million copies in North America and the UK. By August 3, 2011, Activision confirmed the game had sold over 22 million copies worldwide, making it the second best-selling game of all time in the UK and the US. Some portions of the campaign, including a depiction of a massacre at an airport in Russia, sparked controversy. Additionally, Anders Behring Breivik claimed in his manifesto that he used this game to prepare for the 2011 Norway attacks. As a result of this association, Coop Norway removed the game from its shelves.

Controversies surrounding video games often focus on their content and potential influence on player behavior. Studies have investigated links between video game violence and issues like addiction and aggression, but their findings remain inconclusive. A 2001 study by Anderson and Bushman suggested that exposure to violent games can temporarily increase aggression and reduce prosocial behaviors. Conversely, a 2001 meta-analysis by Sherry and a 2009 study by Ferguson and Kilburn found no consistent link between violent video games and real-world aggressive behavior.

Some research proposes that playing video games might have positive effects, including fostering prosocial behavior under certain conditions (Ferguson & Garza, 2011). Critics argue that the debate over video game violence is overblown and that the industry is scapegoated for broader societal issues (Cumberbatch, 2004; Sternheimer, 2003; Benedetti, 2008). A large-scale meta-analysis reviewing 130 studies involving over 130,000 participants concluded that violent video games can lead to both short-term and long-term increases in aggression and decreases in empathy and prosocial behaviors. However, this analysis faced criticism for methodological flaws, including reliance on inconsistent measures of aggression and neglecting dissenting studies (Ferguson & Kilbourn, 2010).

Furthermore, watching video game content like the Call of Duty airport massacre scene can evoke strong emotional reactions and raise questions about the potential influence of violent media. Some argue that violent video games and media are more harmful than violent TV programs and films, while others believe their effects are overstated. The debate persists regarding whether violence in video games impacts children and adults negatively or positively. Studies show mixed results, with some indicating an increase in aggression and desensitization, while others suggest potential benefits such as improved spatial skills and stress relief (Bushman, 2013).

In conclusion, violence in video games and television has complex effects on different age groups. While there is evidence of short-term increases in aggressive thoughts and feelings following violent media exposure, the long-term impact remains debated. It is essential to consider individual differences, context, and content when evaluating media effects. Education, parental supervision, and media literacy are crucial strategies to mitigate potential negative influences and harness any positive aspects of media consumption.

Paper For Above instruction

The relationship between violent video games, such as Call of Duty: Modern Warfare 2, and behavioral outcomes continues to be a significant area of scholarly inquiry and public debate. This paper explores the potential negative and positive effects of violent media on children and adults, considering empirical evidence, theoretical perspectives, and societal implications.

First, it is essential to understand the nature of violent video games and their popularity. Call of Duty: Modern Warfare 2 exemplifies a genre characterized by immersive, interactive violence that often mimics real-world combat scenarios. Its wide commercial success and cultural impact have made it a focal point in discussions about media violence. The controversy arises from instances where violent content, such as the airport massacre scene, appears to influence real-world violence, as alleged by the Norwegian attacker Breivik, although these claims are contested and not definitively supported by scientific evidence.

Research on the effects of violent video games is mixed. Early studies, such as Anderson and Bushman’s (2001) meta-analysis, concluded that violent game exposure could increase aggressive thoughts, feelings, and behaviors temporarily and reduce prosocial tendencies. These findings suggest that violent games may influence the social and emotional development of children, potentially leading to increased hostility and decreased empathy. However, subsequent research, including Ferguson and Kilburn (2009), challenged these conclusions, arguing that evidence of a causal relationship is weak and inconsistent. They emphasized methodological flaws, such as reliance on self-report measures and publication bias, questioning the robustness of earlier findings.

On the other hand, some scholars propose that violent video games might have benefits. Ferguson and Garza (2011) found that action games could promote civic behaviors, such as increased cooperation and risk-taking in certain contexts. Moreover, some studies suggest that violent games may serve as outlets for stress relief or anger management, providing a controlled environment for aggression expression, which might reduce real-world violence (Radoff, 2009). Nevertheless, these positive interpretations are often challenged by critics who argue that the potential benefits do not outweigh the risks.

One significant concern is desensitization. Repeated exposure to violent media might diminish emotional responsiveness to real violence, fostering callousness and reducing inhibitions against aggressive acts. This phenomenon has been documented in several studies linking media violence to decreased empathy and increased aggression (Carnagey, Anderson, & Bushman, 2007). Conversely, some researchers contend that these effects may be moderated by individual differences, such as personality traits, family environment, and social context (Gentile et al., 2014).

Analyzing the societal implications, it is crucial to consider that media effects are complex and multifaceted. The moral panic surrounding violent video games often overlooks socio-economic, cultural, and psychological factors that contribute to violent behavior. For example, exposure to violent media is just one aspect of a broader constellation of influences, including family dynamics, peer relationships, and socioeconomic status. Furthermore, media literacy education can empower consumers to critically evaluate violent content and reduce potential harms (Huesmann et al., 2003).

In conclusion, evidence indicates that violent video games can influence behavior, particularly in the short term, by increasing aggression and decreasing empathy. However, the extent and permanence of these effects are debated, and individual differences play a significant role. While the potential for harm exists, especially among susceptible populations, it is equally important to recognize the nuanced nature of media influences and the potential for positive effects through strict regulation, education, and fostering critical engagement with media content. Future research should aim to clarify causal pathways and identify protective factors to better inform policy and individual choices.

References

  • Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359.
  • Benedetti, W. (2008). Why search our souls when video games make such an easy scapegoat? MSNBC. Retrieved from https://www.msnbc.com
  • Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). The effects of violent video games on physiological desensitization to violence. Psychological Science, 18(1), 53-57.
  • Cumberbatch, G. (2004). Video violence: Villain or victim? The Video Standards Council. Retrieved from https://www.videostandards.org.uk
  • Ferguson, C. J., & Garza, A. (2011). Call of (civic) duty: Action games and civic behavior in a large sample of youth. Computers in Human Behavior, 27(2), 770-775. https://doi.org/10.1016/j.chb.2010.10.026
  • Ferguson, C. J., & Kilburn, J. (2009). Much ado about nothing: The misestimation and overinterpretation of violent video game effects in eastern and western nations: Comment on Anderson et al. (2010). Psychological Bulletin, 136(2), 174-178.
  • Ferguson, C. J., & Kilbourn, W. (2010). The public health risks of media violence: A meta-analytic review. Journal of Pediatrics, 154(5), 810-815.
  • Gentile, D. A., Coyne, S., & Walsh, D. A. (2014). Media violence, physical aggression, and relational aggression in school age children: A short-term longitudinal study. Aggressive Behavior, 40(4), 393-408.
  • Huesmann, L. R., Moise-Titus, J., Podolski, C. L., & Eron, L. D. (2003). Longitudinal relations between children’s exposure to TV violence and their aggressive and violent behavior in young adulthood: 1977–1992. Developmental Psychology, 39(2), 201-221.
  • Radoff, J. (2009). Six wonderful things about games. Gamasutra. Retrieved from https://www.gamasutra.com