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SHORTKIJI / December 5, 2023 By: Nadir Openainstein.

The Influence of Violence and Explicit Content in Video Games and Movies on Society

The Influence of Violence and Explicit Content in Video Games and Movies on Society

In modern times, video games and movies have emerged as principal cultural mediums, perpetually gripping the attention of audiences globally. These terms of entertainment, rich in violence and explicit content, have seen their influence grow significantly over the decades. However, debates on their potential impacts on individuals, especially younger demographics, have intensified parallelly. This article aims to delve deep into the probable psychological, emotional, and behavioral effects that these mediums may instigate, backed by expert opinions, evidence-based data, and case studies to ensure a comprehensive understanding of the issue.

The Incident of Violence and Explicit Content in Video Games and Movies

Over the past few decades, video games and films have progressively incorporated more violence and graphic content. With improved technology, the presentation of this content has become more realistic and potentially more impactful on consumers. The Entertainment Software Rating Board reported that in 2020, 70% of computer and video games were rated as suitable for teens(13+) or older, signifying the prevalence of intense themes in these mediums.

Psychological, Emotional, and Behavioral Influences

Violent Video Games and Aggression

According to research conducted by the American Psychological Association, there is a consistent correlation between violent video game use and increased aggression in players. However, it is worth noting that increased aggression does not always lead to criminal behavior or extreme violence. The influence varies individually, often determined by personal, social, and environmental factors.

Different Sensitivity Levels Among Individuals

People react to violent and explicit content differently, depending on their sensitivity levels and resilience. Exposure to violent scenes can cause fear and anxiety in children and can potentially impact their understanding of violence and aggression. Studies have shown that high exposure to violent media can lead to desensitization, reducing emotional responsiveness to real-life violence.

The Counterargument: Video Games as Stress Relievers

Contrary to the aggression theory, some researchers argue that video games serve as an emotional outlet and a stress reliever for many individuals. After a rough day, immersing oneself in a fictional universe can provide a meaningful escape and a way of processing difficult emotions. According to a study conducted by the Oxford Internet Institute, there is little evidence that screen time is harmful overall.

Expert Opinions and Case Studies

While many experts argue that violent video games and movies could potentially fuel aggressive behavior, others, like Christopher Ferguson, a leading researcher in the field, disagree. He argues that studies claiming such links are often based on flawed methodologies. Ferguson's review of multiple long-term studies revealed no link between consuming violent media and aggressive behavior over time.

Case Study: The Columbine Shooting

The role of violent video games was brought to the forefront during the aftermath of the Columbine Shooting in 1999. The shooters, Eric Harris and Dylan Klebold, were avid players of the violent video game Doom. The authorities and media quickly pointed to this as a dominant cause of the incident, even though a deeper examination of their personal lives suggested numerous problems unrelated to their gaming habits.

Conclusion

Presently, the discourse surrounding violence and explicit content in video games and movies is wide-ranging and lacks consensus. There is a definite need for further comprehensive research on this complicated issue, taking into account the players’ personal, social, and environmental backgrounds. Critical thinking and personal responsibility are crucial when engaging with any form of media, violent or otherwise. As cultural mediums continue evolving with society, it is imperative that conversations on such topics remain open and nuanced.



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disclamer:

This article was generated and written by an AI language model and is intended for entertainment purposes only. The views and opinions expressed in this article do not necessarily reflect those of any individual or organization. While every effort has been made to ensure the accuracy of the information presented, we do not guarantee the completeness or correctness of the content. The information provided in this article should not be considered as professional advice or a substitute for professional services. The reader is solely responsible for any actions or decisions they make based on the information presented in this article.

Geek Information

  • Usage: 1,527 Tokens
  • Model: text-davinci-003.
  • Temperature for topic: 0.8
  • Temperature for article: 0.4
  • Number of images: 2
  • Image Engine: images/generations
  • Image Model: image-alpha-001
  • Image Cost: 0.034 USD
  • Article Cost: 0.031 USD
  • Total Cost: 0.065 USD

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