Knowee
Questions
Features
Study Tools

What is the nature of the relationship between digital games and violence? Group of answer choicesdigital games have no relationship to violence as they are virtualdigital games have been shown to cause violence, especially among teen populationsa few early studies had suggested violence causes people to play digital games, but there was no evidence to prove this relationshipa few early studies had suggested playing digital games is related to violence, but relied on flawed evidence to establish a causal relationship

Question

What is the nature of the relationship between digital games and violence? Group of answer choicesdigital games have no relationship to violence as they are virtualdigital games have been shown to cause violence, especially among teen populationsa few early studies had suggested violence causes people to play digital games, but there was no evidence to prove this relationshipa few early studies had suggested playing digital games is related to violence, but relied on flawed evidence to establish a causal relationship

...expand
🧐 Not the exact question you are looking for?Go ask a question

Solution

The relationship between digital games and violence is a topic of ongoing debate and research. Here are the four perspectives you've mentioned:

  1. Digital games have no relationship to violence as they are virtual: This perspective argues that since digital games are not real, they cannot have a real impact on a person's propensity for violence. It separates the virtual world from the real world.

  2. Digital games have been shown to cause violence, especially among teen populations: This perspective is based on studies that have found a correlation between playing violent video games and aggressive behavior. However, correlation does not imply causation, and other factors may also contribute to violence.

  3. A few early studies had suggested violence causes people to play digital games, but there was no evidence to prove this relationship: This perspective suggests that violent individuals may be drawn to violent video games, rather than the games causing the violence.

  4. A few early studies had suggested playing digital games is related to violence, but relied on flawed evidence to establish a causal relationship: This perspective criticizes the methodology of studies that have found a link between video games and violence, arguing that they may have relied on flawed or incomplete evidence.

In conclusion, the nature of the relationship between digital games and violence is complex and not fully understood. More research is needed to establish whether there is a causal relationship, and if so, how it works.

This problem has been solved

Similar Questions

Read the two passages. Passage 1 Violence in video games is unavoidable. More than half of the top video games contain some element of violence. Does this lead to violence in the real world? Logical people know the answer, and the facts prove it. Between 1994 and 2004, video game sales increased by 204 percent. During that same time period, the arrest rate for juveniles committing violent crimes decreased by 63 percent. These facts make it obvious that video games are not a problem. Passage 2 The majority of video games contain violence. Children playing these games leads directly to acts of violence. Several studies, including a 2014 study by the Journal of the American Medical Association, have shown a correlation between persistent video game use and aggressive behavior. While my own children play video games, they do not play games labeled "Mature.” Simply avoiding these games and allowing children to play the thousands of other available games is a logical way to avoid a potential problem. Which passage provides the more effective argument, and why? Passage 1 is more effective because passage 2 relies on personal anecdotes as the main evidence. Passage 1 is more effective because it uses overstatement for extra emphasis, and passage 2 does not. Passage 2 is more effective because it contains logical and anecdotal, while passage 1 contains a bandwagon appeal and a false dilemma. Passage 2 is more effective because it presents data as empirical evidence, and passage 1 does not.

Children who play violent video games are more likely to be violent towards other children in real life. This must be because they are desensitised to violence as they are playing the games, and this changes their behavior towards other people. So, we can conclude that playing violent video games causes children to become more violent in real life. Which of the following claims, if true, would strengthen the argument the most?Group of answer choicesChildren who play violent video games are more likely to come from lower socioeconomic groups.The companies that sell violent video games are making record high profits.Children who stop playing violent video games are subsequently less violent towards other children in real life.Children who play violent video games are more likely to be obese than children who do not.

Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353–359. http://doi.org/10.1111/1467-9280.00366 What is this?

a)Briefly describe how and why online hate can turn into real violence b)‘The human imagination is the greatest enemy of ethics and morality” Discuss this statement with reference to virtual reality and online gaming

Do you think that games with large amounts of violence actually have an influence on the personality of its players?

1/3

Upgrade your grade with Knowee

Get personalized homework help. Review tough concepts in more detail, or go deeper into your topic by exploring other relevant questions.