Violent Video Games Psychology

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Introduction
Video Games in the genre of violence has been in question since they came around in the late 1970’s. Violent video games are seen as low culture due to the fact that they go against typical morals especially since a large number of the players are children. There is a strong stigma about violent video games that say they transfer aggression and violence to children and adults who play them. I have play the violent video game Halo with three different individuals while also asking them questions regarding the meanings of violent video games in our culture, the following paper will discuss the analysis and the meanings that are discovered.
The participates was made up of two females and a male who were all born and raised in Saskatchewan,
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When asked a series of questions he said he believed that there was nothing wrong with violent video games and that he did not agree with the stigma that they are given. When asked how he thought the violent video games affected our culture he responded with; “I don’t think individuals are or should be affected by violent video games.” While playing Halo with him he played with ease while holding a very concentration expression on his face. While playing we had casual conversations and he would direct me to follow his character. I believe his thoughts on violent video games is completely raw and untainted by culture because he seems to go against the norm, he also said he believes there is a bias but he does not agree with the …show more content…
I think that marketing does play a huge part in creating meaning but in this case I also think the attitudes and personalities of individuals make a large contribution to how people assign meanings. For the topic of video games, I think it is also expected that men would be more accepting of violent videogames because they tend to be less affected by gruesome sites especially if they are into sports such as hunting. My male participant is an avid small and large game hunter so he is not easily bothered by artificial violence. I am also not surprised that the mother-to-be fell into the oppositional category since she is worried about the violence in schools for her future child. I believe there will always be a stigma about violent video games and no matter what companies do to change that they will be unsuccessful at doing so. That being said there will always be individuals who fall into the negotiated and opposition categories who will continue to buy and promote violent video

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