Chapter 1 The Problem and its Setting Introduction Over the past few years, video games have become increasingly popular in our culture. During this time video games have experienced leaps in technology, such as improved graphics and the ability to play with others either in person or worldwide via internet . As video game popularity has grown and the technology has become more advanced, concern has also grown regarding the effects of violent video game play on children. Video games are unique, as compared to other games children and adolescents play, because it encourages players to become a part of the game’s script.
Players are encouraged to actively participate as a character by choosing how they will interact with other characters including which weapons will be used while fighting or attacking other characters. Weapons often include guns, knives, pipes, bombs, etc. Video games require players to pay constant attention to the game as compared to passively watching television or a movie. As active participants in the game’s script players strongly identify with violent characters portrayed in violent video games.
This identification with characters in video games increases a player’s ability to learn and retain aggressive thoughts and behaviors they see portrayed in violent games. Exposure to violent video games may increase aggressive and hostile feelings while interacting with peers, teachers, and adults and may also decrease compassionate feelings for others with whom they interact. (Anderson, Carnagey, Flanagan, Benjamin, Valentine 2004). Shin (2008) stated that there is a huge hype surrounding the launch of every new game system.
These video games has affected children age 4 all the way to 45 year-old adults, these video games have called for concern in our society regarding issues such as addiction, depression, and even aggression related to the playing of video games. In the current society, youth tend to enjoy playing video games, an activity in which it is usually done at every free time. Video games that is harmful to the minds of the youth, violent video games, like D. O. T. A. (Defend of the Ancient), Grand Theft Auto, Counter strike. These games are in demand to the youth now a day.
The youth today is more on technology oriented than recreational activities. The school has the responsibility to help the students cope with the existing situation. There is the need to help the students cope up to see that adjustment means reaction to the demands and pressures of the social environment imposed upon the individual. Whenever two types of demands come into conflict with each other and resultant in an adjustment being made, a complicated process for the individual, then some special problems of adjustment arise.
There is a significant problem for our youth, in that most parents do not adequately monitor the amount of time that children are playing video games, and the content of those video games. It is also a problem because many videos those boys are attracted to contain growing amounts of violence. The purpose of the present study is to gather information regarding social video game play and how this game play relates to social adjustment. Conceptual Framework The study is anchored on the purpose of distinguishing the relationship of violent video games to social adjustment.
Flew, Humphreys, Barker and Freedman (2000) suggested that violent video games also have many positive aspects and good effects; for example, it can be a safe outlet for aggression and frustration. It can develop many skills, (e. g. positive effects on divided attention performance, developmental issues and spatial and coordination skills). Also stated that people play because they want to get away from their everyday life, break routine, to relieve stress, allow them to cool off when they are stressed, take out their anger through the game rather in real life because these games are fun and an interesting way to spend time.
Pirius (2006) stated that playing video games affect on real lives relationship between times played and aggressive personality and aggression, violent games and hostility, opportunity to rehearse aggressive behavior, transferability, confusion when used in classrooms, can create boredom if repetitive. Furthermore, a violent video game may be more harmful than violent television and movies because the video game is interactive, very engrossing and require the player to identify and play the role of the aggressor Maheu (2008).
Furthermore, Roots (2011) discussed that a person who plays violent video games has a violent tendencies to act upon in any situation, there is a correlation between these violent scenes and psychological effects on the mind: the need to control, dominance, overpowering, aggression, popularity. Excessive use of video games is putting an extra strain on our children thus creating compulsive behavior such as isolation from others, their parents and any other form of social contact. Research Paradigm Figure 1. The Research Paradigm of the Study.
The above figure shows that the preferred video games as well as the demographic profile of the respondents such as their age, gender, and socioeconomic status that influences the social adjustment of the respondents. Statement of the Problem This study aims to determine the relationship between violent video games and social adjustment among selected high school students of University of Perpetual Help Rizal
blog discussion
For Blog #5, please answer all parts of the prompt and be sure that your initial post reaches the full 400 word minimum requirement. Don’t forget to also post a response of at least 200 words to a peer’s post as well!
1) Describe the trajectory of what happens in the textbook chapter, “From Sea to Shining Sea.” How does the term “Manifest Destiny” relate to the chapter? Be sure to provide specific examples from the textbook.
2) How does your K-12 education relate to (or differ from) the experiences mentioned in Lim’s article “Educating Elementary School Students on California Missions”? What “myths” does Lim discuss in the article? What solution(s) is provided?
https://www.proquest.com/docview/1655086010?parent…
3) According to the article “The San Diego Mission and Kumeyaay Revolt: A Decolonized Mission Project,” what happened during the Kumeyaay revolt? Also, how exactly was the author’s daughter’s modern-day 4th grade mission project “decolonizing” or an example of decolonization?
https://www.cutcharislingbaldy.com/blog/the-san-di…
4) In the article “What the ‘California Dream’ Means to Indigenous Peoples,” how does the author define the “California Dream”? What does the “California Dream” mean to Indigenous peoples? What solution does the author suggest?
https://theconversation.com/what-the-california-dr…
5) Lastly, please share your overall thoughts/reactions/reflections on this week’s materials.