Graphic violence

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    video games becomes more and more realistic, in extent to the violence and harsh language used in many popular games. The main consumers for violent video games are teenagers and children, who seem to copy and mimic what they see, hear or learn from these types of ‘harmless’ games. Many video games including Grand Theft Auto, Call of Duty and Assassins Creed are just a few of many popular games that include blood, gore, intense violence, strong sexual content and the use of drugs. According to…

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    A casual player of Grand Theft Auto might find humor out in killing strippers on the streets because it is “just a game”. Over the past 30 years, there has been major research on the relationship between televised violence and violent behavior among younger children. Cross- sectional, longitudinal, and experimental studies have all confirmed this connection. Today, many youths have television in their rooms which could give children a greater opportunity to view programs without parental…

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    Limitations within the Various Studies There are limitations within each study, especially when a topic has not been examined to the extent that other have. Much of the research that has been published is exploratory until further studies have been conducted. Exploratory research is important because it allows the researches to learn as much as they can about a particular topic to allow them to make hypotheses and allows them to set up their studies in a manner logical for the topic at hand.…

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    “In a typical month, 43% of 12- to 17-year olds watch three or more R-rated movies either in theaters or on home video. Compared to the 22% of such teens who do not watch any R-rated movies in a typical month, those who watch three or more in a typical month are: Nearly 7 times likelier to smoke cigarettes. more than 5 times likelier to drink alcohol, more than 6 times likelier to try marijuana.” (“CASA* 2005 Teen Survey: Teens Who Watch R-Rated Movies Likelier to Smoke, Drink and Use Drugs.”,…

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    Watts, the mature topic of violence is introduced to children openly. Faith is central to the Puritans in educating their children and their literature presents multiple forms of violence; it teaches their youth that it is not limited to just the physical sense; there is also emotional and mental violence, thus instilling morals and knowing to fear…

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    The violence of the films Funny Games and Cannibal Holocaust is perpetrated by human beings. In Funny Games, cruelty is dealt with a heavy but nonchalant hand by highly creepy, unnaturally polite and detached young men who repeatedly call out the audience on their nature and motivations. By asking the audience if we are sated, our thin immersion within the film is broken and we find ourselves suddenly disconnected and forced into introspection. Why are we watching this? Is this entertaining?…

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    To begin with, the study being addressed, is whether or not violent video games or violence on the television impact children behavior. Parents, teachers, and professionals have been wanting to understand the impact television programs, particularly on children. Research by psychologist starting in 1980 found that children who watched many hours of violent shows when they were in elementary school showed higher levels of aggressive behavior when they became older. Also, research has shown that…

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    video game industry (procon.org). In 2008 ten of the twenty best selling video games of all time contained violence (procon.org). The argument that video games augment the behavior of juveniles is completely invalid. Psychologist Christopher Ferguson led a long term study and proved that video games had no link to youth violence (independent.co.uk). From the years 1996 to 2011 the youth violence rate has steadily declined while the video game industry and the popularity of video games has…

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    Video Game Violence

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    Many parents are complaining that the violence in video games and in music are the reason this generation of gamers are becoming more violent and more aggressive. In reality, it is the parent 's responsibility to monitor and watch their child, a lot of people tend to let their child sit and play a game for hours at a time. Parents are using media, television, and video games kind of as a babysitter, as long as they are quiet and out of there way it is ok. It is not acceptable to put the blame on…

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    Perhaps what can be intriguing is to understand is how violent games captivate our minds when we play them so that we can understand how they manifest the violent behavior in individuals. What is more real is the graphic content in these video games that when a gun appears and one is supposed to shoot during the game, it becomes so real that a person may want to get a real gun and shoot someone. For example, the teenager went on a rampage in the United States in 2013 and killed a man and two…

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