Abstract

This article focuses on the effect of violent Internet games on the player. There are definite physiological and psychological effects of playing games with a violent content. It is suggested that violent games may mislead the player and sent false messages to the player, for example that problems can be resolved quickly and with little personal investment and to solve a problem you have to eliminate the source of the problem. Furthermore masculinity plays an important role within the gaming context and young men may become desensitised to subordinate masculinities (homophobia) and women within a community. Lastly the article highlights some intervention strategies to prevent children and juveniles playing violent Internet games on their home computers.

Highlights

  • Definitions of violence have been developed by various researchers over the years to guide studies on the violent content in the media

  • Violence is any action which intrudes painfully or harmfully into the physical, psychological or social well-being of persons or groups (Defining media violence, no date). In this regard Alloway and Gilbert (1998:98–99) postulate that a distinction between ritualistic and symbolic violence may be helpful in the examination of the potential impact of video/Internet game violence on discourses of masculinity

  • Ritualistic violence invites the respondent to participate in the excitement of destruction, whereas symbolic violence promotes the complex, critical and intellectual engagement with the issues

Read more

Summary

Definitions of media violence

Definitions of violence have been developed by various researchers over the years to guide studies on the violent content in the media. Violence is any action which intrudes painfully or harmfully into the physical, psychological or social well-being of persons or groups (Defining media violence, no date). In this regard Alloway and Gilbert (1998:98–99) postulate that a distinction between ritualistic and symbolic violence may be helpful in the examination of the potential impact of video/Internet game violence on discourses of masculinity. It was suggested to alter a proposed definition of media violence or add the concept 'obscene' Such a change was intended to prohibit the importation, sale or distribution of goods or material which has as a dominant characteristic 'the undue exploitation or glorification of horror, cruelty or violence' (Defining media violence, no date). Proof of harm and the ability to determine a societal standard were identified as some of the considerations which make legislative changes more difficult (Defining media violence, no date)

Violence and media effect research
Young people most susceptible to media violence
Nature and effects of media violence on children and juveniles
Learning of aggressive behaviour
Findings
Desensitization
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call