Focusing on the How of Violence summary

Document Type:Essay

Subject Area:Sociology

Document 1

Kirk argues that video games take away the human nature of the enemy, which makes it easy to obliterate the enemy, which is not always the case in real life. If anything, violence in society is more personal and direct. The use of torture is evident in most violent video games, depicting the barbaric character in the tormentor. There is no emotion in these games. More importantly, the games offer unrealistic images of what violence entails and its outcomes. Claim by Video Game Developer Kirk gathers the views of other game developers pertaining the rate of violence in the society. He quotes Merritt Kopas, the designer of the game Consensual Torture Simulator, who claims that video games offer an unrealistic view on violence (Kirk, 2014).

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The game, which is kinky and emotionally honest, explores violence in personal relationships. How Author Signals Usage of Evidence Hamilton uses words to enable the reader to form a mental picture of how the video games impact the player. For instance, when describing “The last of us,” a video game, he states that the gamers were gritting their teeth and refusing to look away (Kirk, 2014). The logic is that the addictive nature of these games keeps the players indoors, minimizing their activities on the street. Value-Based assertions Short-Term Laboratory Experiments The author examines research that compared students who played violent games and those who did not. The researchers understood that playing three particular video games: Call of Duty, Killzone 3, or Battlefield 3.

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Stirred the blood of the players (Carey, 2013). Forthwith, they experimented using 47 undergraduates, using the video game, “Mortal Combat: Deadly Alliance,” for 15 minutes. The research conducted on the 47 undergraduates revealed that violent video games have adverse effects on the player afterward (Carey, 2013). The findings are then compared to bullies and rogue learners in institutions, showing that a majority of the perpetrators liked these games. Equally, the research and correlational studies point out those violent games do not entirely contribute to violence in the society. To that end, the researchers validate the author’s claim that most of the players spend their time indoors (Carey, 2013). Nonetheless, while the research findings provide a lot of information on the impact of violent games, there is no definite conclusion in some conclusions.

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