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Essay / Research Paper Abstract
4 pages in length. The debate over whether video game violence serves as little more than a negative influence is a continuing argument between critics who contend such violence images and scenarios are precursors to real-life violent behavior and others who point to beneficial aspects of virtual hostility that helps enhance mental processes as well as prepare children for social encounters as adolescents and adults. That one side of the debate is more viable than the other is not so much the focus of this ongoing dispute as is the validity of studies whose findings provide conflicting data pertaining to just how detrimental video game violence truly is within the mind of an impressionable child. Bibliography lists 4 sources.
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4 pages (~225 words per page)
File: LM1_TLCvidgmvio.rtf
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Unformatted sample text from the term paper:
contend such violence images and scenarios are precursors to real-life violent behavior and others who point to beneficial aspects of virtual hostility that helps enhance mental processes as well as
prepare children for social encounters as adolescents and adults. That one side of the debate is more viable than the other is not so much the focus of this
ongoing dispute as is the validity of studies whose findings provide conflicting data pertaining to just how detrimental video game violence truly is within the mind of an impressionable child,
raising the question of whether this particular type of technological entertainment is actually as detrimental as some believe it is. Salonius-Pasternak and Gelfond
(2005), who represent the much smaller population of supporters, point out how the violence in video games may have such benefits to include "providing children with the opportunity to negotiate
societys rules and roles, allowing children to experiment with aggression in a safe setting without real world consequences, and facilitating childrens development of self-regulation arousal" (pp. 5-22). Moreover, Lager
and Brenberg (2008) note how reaction time and spatial capacity are two more positive effects of video game violence, inasmuch as "spatial ability is considered to be one of the
most important parts of intelligence." Contrary to this viewpoint is the majority who claim that to implicate mass media as being an influential
force over the prevalence of violence in todays society is to recognize the intrinsic impact such avenues as video games have upon an impressionable child. Various forms of media
regularly infuse the not-so-subtle factors associated with gratuitous violence to such an extent that youngsters are no longer shocked by the bludgeoning death or decapitation of a fellow human being;
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