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DR. RAM MAHOHAR LOHIYA NATIONAL
LAW UNIVERSITY
2014-15
ENGLISH
PROJECT ON:
VIOLENCE IN VIDEO GAMES
SUBMITTED BY: UNDER THE GUIDANCE OF:
SHIVANI SINGH MR.RAMJI YADAV
ROLL NO: 128 ASSITANT PROFESSOR (ENGLISH)
B.A. LLB (Hons.) DR. RAM MANOHAR LOHIYA
SEMESTER II NATIONAL LA! "NIVERSITY
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ACKNOWLEDGEMENT
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S+n6# $n D&$n (A$&4+s) P*o&sso* C.M. J$*+/$$ o* '#&+* &no0*$6&4&n' $n
&n'#0s+$s4. I /o0 $so +& 'o &,*&ss 45 s,&+$ 6*$'+'0& $n '#$ns 'o 45 s&n+o*s
o* s#$*+n6 '#&+* %$0$3& '+,s $n 45 $ss4$'&s o* '#&+* ons'$n' s0,,o*'.
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INTRODUCTION
Video games ha#e changes a lot in the !ast ten "ears$ the" ha#e
gone %rom &D arcade machines to realistic 'D gra!hics that "ou !la"
at home in %ront o% a large (V screen and surround sound) or in "our
la!to!s and com!uters$ becoming %ull" immersed in the game that
"ou are !la"ing* (he" no+ allo+ the !la"er to interact +ith
characters and ob,ects in +a"s that +ere not !re#iousl" a#ailable)
+ith more choice and a more immersi#e !la"ing st"le* M" !ro,ect
+ill stud" #iolence in gaming and e-amine +hether or not this can
result in blurring o% the real +orld +ith the gaming en#ironment %or
some !la"ers*
(o begin #iolence needs to be de.ned* (he O-%ord dictionar" de.nes
#iolence as/
‘Behavior involving physical force intended to hurt, damage,
or kill someone or something’
0or this !ro,ect +hen #iolence is re%erred to) it +ill be de.ned as
de!icting #iolence including to hurt damage or ill an" human2lie or
animal lie characters*
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o+e#er ournalist 0areed aaria has a di8erent o!inion on
#iolence in 3merica*
‘Is America’s popular culture the cause? This is highly unlikely,
as largely the same culture exists in other rich countries.
outh in !ngland and "ales, for example, are exposed to
virtually identical cultural in#uences as in the $nited %tates.
et the rate of gun homicide there is a tiny fraction of ours.
The &apanese are at the cutting edge of the 'orld of video
games. et their gun homicide rate is close to (ero) "hy?
Britain has tough gun la's. &apan has perhaps the tightest
regulation of guns in the industriali(ed 'orld.’
Is all the blame !ut on #iolent #ideo games %alse?
ORIGIN
O#er the !ast & "ears) #ideo games ha#e become one o% the
orldBs %a#ourite %orms o% entertainment) !artici!ated to the same
le#el as !eo!le +atching mo#ies or reading boos or listening to
music* (he recent #ideo game release) Call o% Dut"/ lac O!s &
made E5 million in its .rst &4 hours o% release and hit a
staggering E1 billion mar in ,ust 15 da"s) & da"s shorter than the
biggest mo#ie release e#er$ ames CameronBs) 3#atar @maing it the
biggest entertainment release e#er* (he com!arison bet+een Call o%
Dut"/ lac O!s & and ames CameronBs 3#atar sho+s ho+
signi.cant the #ideo game industr" is*
1* D;3( F3C;) 196
Violent #ideo games ha#e been around %or man" "ears) Death Face
a contro#ersial game released in 196 b" ;-id") +as one o% the .rst
contro#ersial #ideo games to be released* :uch +as the le#el o%
concern about the le#el o% #iolence that u!on its release it +as
banned in 3merica* (he game +as blac and +hite and %eatured
bloc" characters no+n as HGremlinsB +ho onl" slightl" resembledhumans) it also didnBt hel! that Death Face +as initiall" called
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edestrian) +hich %urther highlighted that the gremlins that a!!ear
in the game +ere most liel" .rst designed as !eo!le*
&* C3FM3G;DDO) 199
In 199 Carmageddon +as released +hich +as based on Death
Face* In the &1 "ears bet+een the releases o% these t+o games
there had been large technological im!ro#ements in the #ideo game
industr"* One o% the largest and most signi.cant being gra!hics*
Mo#ing %rom &D stic" bloc characters to 'D humans %or gamers to
run o#er maing it loo incredibl" more realistic than the
contro#ersial game released in 196* Carmageddon +as censored in
man" countries including the 7J resulting in human characters
being re!laced +ith =ombies* In &1& it +as re2released on ihone
and rated as a 1&K that sho+s ho+ o#er the "ears +e ha#e become
more accustomed to #iolence and gore in #ideo games and other
media*
'* GF3D (;0( 37(O :;FI;:) 1992&1&
In &1) Focstar Games released Grand (he%t 3uto III this o!ened
to criticism %rom the media %or its #iolent and se-ual content* 3mong
man" other things +ithin the game %or !a"ment a !la"er could slee!
+ith a !rostitute to regain health) illing her to get their mone"
bac* (here are man" cases +here Grand (he%t 3uto has been cited
as the ins!iration %or illers to commit their crimes) %or e-am!le)
3aron amel +as illed +hen t+o gunmen o!ened .re on his car in
(ennessee) 7:3* (he t+o gunmen) aged 14 and 16) told
in#estigators that the" started shooting at #ehicles o8 the interstate
,ust lie in Grand (he%t 3uto*
(he Grand (he%t 3uto series is a !rime e-am!le o% a game becoming
more gra!hicall" #iolent and realistic as gra!hic ca!abilit" on game
consoles increased*
hile the .rst game in the series +as contro#ersial it +as tobecome e#en more contro#ersial %or the games that %ollo+ed in the
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a la":tation 1 +ith birdBs e"e #ie+s and cartoonish gra!hics* hen
the series got to the 'rd game it +as released on the la":tation &)
+hich had a signi.cant increases in com!uter !o+er and gra!hic
ca!abilit" o#er the la":tation 1* (his allo+ed the de#elo!ers tos+itch to a behind the shoulder camera #ie+ maing the !la"er
more immersed in the game$ the gaming +orld o% #irtualit" and
realit" +as becoming closer*
(he Grand (he%t 3uto series can be s!lit into three eras$ the &D era)
'D era and the D era* (he total sales %or the &D era are around
4) co!ies) the 'D era 5)'55)5 and the D era o#er &6
million co!ies +ere*
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Do Violent Video Games Conti!"te to #o"t$
Violen%e&
PRO %onti!"tes to #o"t$ Violen%e
1* Increasing re!orts o% bull"ing can be !artiall" attributed to the
!o!ularit" o% #iolent #ideo games* (he &> stud" *rand
Theft +hildhood re!orted that 6N o% middle school bo"s +ho
!la"ed at least one Mature2rated game hit or beat u!
someone) com!ared to '9N o% bo"s that did not !la" Mature2
rated games*
&* Video games o%ten re+ard !la"ers %or simulating #iolence) and
thus enhance the learning o% #iolent beha#iors* :tudies
suggest that +hen #iolence is re+arded in #ideo games)
!la"ersB e-hibit increased aggressi#e beha#ior com!ared to
!la"ers o% #ideo games +here #iolence is !unished*
'* Violent #ideo games desensiti=e !la"ers to real2li%e #iolence* It
is common %or #ictims in #ideo games to disa!!ear o8 screen
+hen the" are illed or %or !la"ers to ha#e multi!le li#es* In a
&5 stud") #iolent #ideo game e-!osure has been lined to
reduced ' am!litudes in the brain) +hich is associated
+ith desensiti=ation to #iolence and increases in aggressi#e
beha#ior*
4* 3 & 0I re!ort includes !la"ing #iolent #ideo games in alist o% beha#iors associated +ith school shootings*
5* Violent #ideo games teach "outh that #iolence is an
acce!table conict2sol#ing strateg" and an a!!ro!riate +a" to
achie#e onePs goals* 3 &9 stud" %ound that "outh +ho !la"
#iolent #ideo games ha#e lo+er belie% in the use o% non#iolent
strategies and are less %orgi#ing than !la"ers o% non#iolent
#ideo games*
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6* Violent #ideo games cause !la"ers to associate !leasure and
ha!!iness +ith the abilit" to cause !ain in others*
* Young children are more liel" to con%use %antas" #iolence +ith
real +orld #iolence) and +ithout a %rame+or %or ethical
decision maing) the" ma" mimic the actions the" see in
#iolent #ideo games*
>* Violent #ideo games reQuire acti#e !artici!ation) re!etition)
and identi.cation +ith the #iolent character* ith ne+ game
controllers allo+ing more !h"sical interaction) the immersi#e
and interacti#e characteristics o% #ideo games can increasethe lielihood o% "outh #iolence*
9* la"ing #iolent #ideo games increases aggressi#e beha#ior
and arousal* 3 &9 stud" %ound that it taes u! to %our
minutes %or the le#el o% aggressi#e thoughts and %eelings in
children to return to normal a%ter !la"ing #iolent #ideo games*
It taes .#e to ten minutes %or heart rate and aggressi#e
beha#ior to return to baseline* Video games that sho+ the
most blood generate more aggressi#e thoughts* hen blood is
!resent in #ideo games) there is a measurable increase in
arousal and hostilit"*
1* la"ing #iolent #ideo games causes the de#elo!ment o%
aggressi#e beha#ioral scri!ts* 3 beha#ioral scri!t is de#elo!ed
%rom the re!etition o% actions and a8ects the subconscious
mind* 3n e-am!le o% a common beha#ioral scri!t is a dri#ing
scri!t that tells dri#ers to get in a #ehicle) !ut on a seat belt)
and turn on the ignition* :imilarl") #iolent #ideo games can
lead to scri!ts that tell "outh to res!ond aggressi#el" in
certain situations* Violence in #ideo games ma" lead to real
+orld #iolence +hen scri!ts are automaticall" triggered in
dail" li%e) such as being nudged in a school hall+a"*
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11* 3 199> stud" %ound that &1N o% games sam!led
in#ol#ed #iolence against +omen* ;-!osure to se-ual #iolence
in #ideo games is lined to increases in #iolence to+ards
+omen and %alse attitudes about ra!e such as that +omenincite men to ra!e or that +omen secretl" desire ra!e*
1&* :e#eral studies in both the 7nited :tates and a!an
ha#e sho+n that) controlling %or !rior aggression) children +ho
!la"ed more #iolent #ideo games during the beginning o% the
school "ear sho+ed more aggression than their !eers later in
the school "ear*
1'* ;-!osure to #iolent #ideo games is lined to lo+er
em!ath" in !la"ers* In a &4 stud" o% 15 %ourth and .%th
graders b" ro%essor eanne 0un) #iolent #ideo games +ere
the onl" t"!e o% media associated +ith lo+er em!ath"*
;m!ath") the abilit" to understand and enter into anotherPs
%eelings) !la"s an im!ortant role in the !rocess o% moral
e#aluation and is belie#ed to inhibit aggressi#e beha#ior*
14* hen "outh #ie+ #iolence in #ideo games) the" are
more liel" to %ear becoming a #ictim o% acts o% #iolence*
3ccording to a & ,oint statement b" si- leading national
medical associations including the 3merican Medical
3ssociation and 3merican s"chological 3ssociation) this
escalated %ear results in "outh not trusting others and taing
#iolent sel%2!rotecti#e measures*
15* Violent #ideo games can train "outh to be illers* (he 7:
Marine Cor!s licensed oom II in 1996 to create -arine
oom in order to train soldiers* In &&) the 7: 3rm" released
.rst2!erson shooter Americas Army to recruit soldiers and
!re!are recruits %or the battle.eld*
CO Contribute to Youth Violence
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1* Violent ,u#enile crime in the 7nited :tates has been declining
as #iolent #ideo game !o!ularit" has increased* (he arrest
rate %or ,u#enile murders has %allen 1*9N bet+een 1995 and
&>* (he arrest rate %or all ,u#enile #iolent crimes hasdeclined 49*'N* In this same !eriod) #ideo game sales ha#e
more than Quadru!led*&* 3 causal lin bet+een #iolent #ideo games and #iolent
beha#ior has not been !ro#en* Man" studies su8er %rom
design a+s and use unreliable measures o% #iolence and
aggression such as noise blast tests* (houghts about
aggression ha#e been con%used +ith aggressi#e beha#ior) and
there is a lac o% studies that %ollo+ children o#er long !eriods
o% time*'* 3 &4 7: :ecret :er#ice re#ie+ o% !re#ious school2based
attacs %ound that one2eighth o% attacers e-hibited an
interest in #iolent #ideo games) less than the rate o% interest
attacers sho+ed in #iolent mo#ies) boos) and #iolence in
their o+n +ritings* (he re!ort did not .nd a relationshi!
bet+een !la"ing #iolent #ideo games and school shootings*4* (he small correlations that ha#e been %ound bet+een #ideo
games and #iolence ma" be e-!lained b" #iolent "outh being
dra+n to #iolent #ideo games* Violent games do not cause
"outh to be #iolent* Instead) "outh that are !redis!osed to be
#iolent see out #iolent entertainment such as #ideo games*5* la"ing #iolent #ideo games reduces #iolence in adolescent
bo"s b" ser#ing as a substitute %or rough and tumble !la"*
la"ing #iolent #ideo games allo+s adolescent bo"s to e-!ress
aggression and establish status in the !eer grou! +ithout
causing !h"sical harm*6* Video game !la"ers understand the" are !la"ing a game*
(heir abilit" to distinguish bet+een %antas" and realit"
!re#ents them %rom emulating #ideo game #iolence in real
li%e** la"ing #iolent #ideo games !ro#ides a sa%e outlet %or
aggressi#e and angr" %eelings* 3 & stud" re!orted that
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45N o% bo"s !la"ed #ideo games because Rit hel!s me get m"
anger outR and 6&N !la"ed because it Rhel!s me rela-*R>* Violent #ideo games !ro#ide health" and sa%e o!!ortunities
%or children to #irtuall" e-!lore rules and conseQuences o%
#iolent actions* Violent games also allo+ "outh to e-!eriment
+ith issues such as +ar) #iolence and death +ithout real +orld
conseQuences*9* (he le#el o% control granted to #ideo game !la"ers) es!eciall"
in terms o% !ace and directing the actions o% their character)
allo+s "outh to regulate their emotional state during
!la"* Fesearch sho+s that a !erce!tion o% being in control
reduces emotional and stress%ul res!onses to e#ents*1* 3larmist claims similar to current arguments against
#iolent #ideo games ha#e been made in the !ast +hen ne+
media such as radio) mo#ies) and tele#ision ha#e been
introduced* Claims that these #arious mediums +ould result in
surges in "outh #iolence also %ailed to materiali=e*11* Violent #ideo games ma" a8ect the %orm o% #iolence) but
does not cause the #iolence to occur* Youth might model
#iolent acts on +hat the" ha#e seen in #ideo games) but the
#iolence +ould still occur in the absence o% #ideo games*1&* ;-!osure to #iolent #ideo games has not been sho+n to
be !redicti#e o% #iolent beha#ior or crime* 3n" lin %ound
bet+een #ideo games and #iolence is best e-!lained b" other
#ariables such as e-!osure to %amil" #iolence and aggressi#e
!ersonalit"*1'* hen research does sho+ that #iolent #ideo games
cause more arousal and aggression) it is because the
com!arati#e game is less e-citing* 3 short2term increase in
arousal and aggression does not mean a child is going to
lea#e his or her house and commit a #iolent act*14* In &5) the 7: had &)&9 murders committed b"
teenagers @&*9 !er million residentsA com!ared to ' in a!an
@'*1 !er millionA* er ca!ita #ideo game sales +ere E5*& in
the 7: com!ared to E4 in a!an* (his e-am!le illustrates that
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there is no correlation bet+een #iolent beha#ior and !la"ing
#ideo games
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CONCLUSION
3%ter .nding both the sides o% e8ects o% #ideo games on "outh it can
be concluded that #iolent #ideo games can be lined to #iolent
beha#iour in some +hen humans %eel certain emotions) and #iolent
beha#iour* Moreo#er it de!ends on the indi#idual gamer on ho+
heSshe reacts to the stimuli !roduced* 3 generali=ation cannot be
made in these cases* ;#en the gamers reali=e the conseQuence o%
their act and do not become #iolent ,ust because the" ha#e
introduced to !la"ing certain games* (he #iolent beha#ior that is
seen in some is onl" tem!orar" and not !ermanent*
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'I'LIOGRAPH#
(he %ollo+ing +ebsites ha#e been re%erred %or maing o% this !ro,ects/
• htt!/SS#ideogames*!rocon*orgS
• htt!/SS+++*!ersonalit"research*orgS!a!ersSooi,mans*html
• htt!/SS+++*#ideo2game2addiction*orgS#iolence*html
• htt!/SS+++*theguardian*comStechnolog"S&14Sno#S1S#ideo2games2#iolent2
stud"2.nds
• htt!/SStime*comS'45Sho+2#iolent2#ideo2games2change2ids2attitudes2about2
aggressionS
• htt!/SSith!*orgSarticlesS#iolent#ideogames*html
1 T a g e
http://videogames.procon.org/http://www.personalityresearch.org/papers/kooijmans.htmlhttp://www.video-game-addiction.org/violence.htmlhttp://www.theguardian.com/technology/2014/nov/10/video-games-violent-study-findshttp://www.theguardian.com/technology/2014/nov/10/video-games-violent-study-findshttp://time.com/34075/how-violent-video-games-change-kids-attitudes-about-aggression/http://time.com/34075/how-violent-video-games-change-kids-attitudes-about-aggression/http://ithp.org/articles/violentvideogames.htmlhttp://www.personalityresearch.org/papers/kooijmans.htmlhttp://www.video-game-addiction.org/violence.htmlhttp://www.theguardian.com/technology/2014/nov/10/video-games-violent-study-findshttp://www.theguardian.com/technology/2014/nov/10/video-games-violent-study-findshttp://time.com/34075/how-violent-video-games-change-kids-attitudes-about-aggression/http://time.com/34075/how-violent-video-games-change-kids-attitudes-about-aggression/http://ithp.org/articles/violentvideogames.htmlhttp://videogames.procon.org/