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Topic: " The Ethics Of Violence in Computer Games"

Critical review of applicable research methodologies, which discusses available methodologies with regards to the research question, issues of data collection and analysis. Choice of methodology should be clearly justified.

Current State of Computer Games Market

Computer games have been the most influencing media among youngsters all over the world.  The use of simulation of games has been trending in the market. However, a connection has been found between playing games and aggressive behavior among children and teenagers. This element has narrowed the minds of young people to behave aggressively with others in the society.  Many types of research have been focusing on this concern that games lead to violent behaviour among young gamers all over the world. A string discussion has been prevailing among researchers on this topic for change in behaviour of young people by playing computer games. Different computer game companies are focusing on the violent and action games as they are popular in the market and preferable by the young kids (Gray, Buyukozturk and Hill 2017).  These day games are made of high graphics and actions scenes and moves that are attracting the attention of gamers. The moral panic has been creating an ethical and moral symptom for degrading cultural issue. The violence in computer games has been increasing on a daily basis.

This has become a major concern in a modern world as many crimes have been done due to violence in computer games. The diversion designers have been concentrating on advancing the VFX and illustrations of the amusements. The moral issues identified with the PC amusements have been interrelated in the writing. The moral worry of the gamers has been commonly middle of the road in the diversion. The utilization of moral and legitimate concern has helped in keeping up these issues in the general public. The utilization of legitimate elements has helped in limiting the pressure and wrongdoing in the general public because of playing PC amusements. Government have executed strict guidelines on diversion engineers for nit demonstrating intemperate activities and sexual substance in the amusement.

This research will focus on the ethical issues in the violence in computer games.  Various ethical issues will be discussed in the study that deals with the computer games.  The problems with the violent computer games on the young people will be discussed in the study.  The relation between the violence in computer games and in the real world will be analyzed. The impact of the action computer games on the mental situation of young people will be critically analyzed in the research paper. The paper will provide some recommendations related to the solution of this problem.

The Impact of Violent Computer Games on Young People's Mental Health and Behavior

This study aims at identifying the ethical issues in the violence of the computer games.

The objectives of the research have been mentioned below:

  • To identify the relationship between violence in computer games and real world
  • To identify ethical issues in the violence of the computer games
  • To analyze the impact of the computer games on the mental condition of young people
  • To recommend strategies for resolving these ethical issues of violence in computer games

The research questions are as follows:

  • What is the relation between violence in computer games and the real world?
  • What are ethical issues in the violence of the computer games?
  • How have computer games affected the mental condition of young people?
  • How can these ethical issues of violence in computer games be resolved?

Concept of Computer games

Computer games have been increasing its market in all over the world. It has ability to attract many teenagers in the society. These companies are mainly focusing on the graphics and action sequels in the game. Most of the young gamers are preferring to play mission and actions in their computer games.  However, these games have been continuously affecting the mind of the young people. The graphics quality in games has been enriched to attract more young gamers to the industry (Schrier 2015). Over last two decades, it has been influencing a large number of individuals all over the world.  However, violent games are most preferable by gamers in the market. These phenomena have been affecting the mental condition of the young gamers (Giddens 2015). The computer games in the UK has been growing at significant speed in last decade. Although, the UK has become the third largest market for the computer games after Japan and US. The sales of the entertainment software in the country has been made a revenue of £1.34 billion and continuously increasing in the market (Pötzsch 2017). This industry has contributed an important part in the UK economy. Therefore, the craze of computer games among young people has been increasing that created a significant problem in the society.  The violence rate of the country has been increased in last five decade. Many criminal cases have been reported against the computer games all over the world. There has been a report in the UK, the computer game Manhunt was implicated in a murder of a young teenage boy. There have been many high profile gun killings in by adolescent boys in various places in the UK. Therefore, this has become a huge issue in the country as the crime rate has been increased (Lynch 2017). There have been many cases of violence in the UK related to the plying games.  These have created a complex issue in long-term duration on children and teenagers. The change in behavior of teenagers has been creating problems in the society.  The criminal activities by teenagers have been increasing in the society (Adachi et al. 2016).  The young people are getting mentally affected by playing action games and implementing them in the real world.  The fight moves shown in the games is being interpreted by the young gamers in the real world that has been creating dangerous issues related to a life of an individual.

Ethical Concerns in Video Game Playing and Social Learning

Impact of computer games on society

Computer games have been related to the complex cultural objects as they rule guiding behaviour. Computer games create their open virtual world in which the gamer starts living in.  These fantasies create problems in the mind of gamers. The game developers have been focusing on enriching the VFX and graphics of the games. The ethical issues related to the computer games have been interrelated in the literature.  The ethical concern of the gamers has been mutually intermediate in the game. The use virtue of the ethics has been maintained during playing the games.  As argued by Gray, Buyukozturk and Hill (2017), ethical consideration in the games has not been properly followed by the companies as they might use anyone information in the game.  The use of information in the game has been unethical in the perspective of developing a game. The ethical concerns of the game have been maintained by the developer of the game and its company. The company have to take actions in order to maintain the ethical values of the games. The ethical agents of the game have been reflecting their own values for developing and experiencing their own conflict with the games.

The use of various literature in the chapter has helped in understanding the impact of violence in the computer games in normal real life.  There has been the major impact of the violence shown in the computer games in the real life. Various teenagers are being affected by this violence in the computer games (Hartmann 2017). The aggressive behavior of young children has been common in the society. This research will discuss the elements in the ethical consideration in video game playing and social learning. Teenagers have been playing computer games in order to utilize their spare time. Different theories related to the behavioural concept of the human nature have been affecting tenancy of the games. The action games are directly affecting minds of the student and young people in the country (Lynch 2017). Various teenagers get stressed in the playing games for long durations. This creates mental tension and pressure on the gamers. Therefore, these type of influencing society have created a major impact on a young individual (Young 2017). The mindset of the teenager has been changed and dominated by various violent activities with serious aggression. Sentiments and feelings of an individual depend on what he see and experience in life. As teenagers are deeply involved in paying action games, the mindset has been aggressively changed (Zagal 2017). The aggressive behavior of teenager affects both family members and own. These children indulge themselves in the physical fight with family members and friends which might lead to an end of life of any person including themselves.  Therefore, it can be demonstrated that the addition of video games have been showing negative effects on the life of young children and also affecting the society around them. The game developers have been focusing on enriching the VFX and graphics of the games.

Research Design and Data Collection

The ethical issues related to the computer games have been interrelated in the literature.  The ethical concern of the gamers has been mutually intermediate in the game. The use of ethical and legal concern have helped in maintaining these issues in the society (Hogan, Draper and Sorell 2017).  The use of legal factors has helped in minimizing the stress and crime in the society due to playing computer games. Government have implemented strict rules on game developers for not showing excessive actions and sexual content in the game. The moral operators of the diversion have been mirroring their own qualities for creating and encountering their own ion with the amusements. The utilization of different literary works in the part have helped in understanding the effect of savagery in the PC diversions in ordinary genuine living (Hay et al. 2017). There has been a real effect if the savagery appeared in the PC diversions in the genuine living. Different young people are being influenced by this brutality in the PC amusements. The forceful conduct of youthful kids has been basic in the general public (Wonderly 2017). This research will examine about the components in the moral thought in computer game playing and social learning.

Section 1- Review

As demonstrated by Flick (2015), research design is a methodology which guides in social affair data and information related to the research. Three sorts of research configuration are exploratory, descriptive and exploratory. Descriptive design helps in giving the observational investigation of research parts. The researcher has used expressive layout in this research. The use of this arrangement helps in giving quantitative approach to manage research of amassed data and information concerning research point. The splendid contract thought has been unmistakably using the square chain propelled advancement for getting a phase to execute. Data aggregation is a basic bit of the research that assistants in social event day and information evaluated to the research topic. As demonstrated by Clemence et al. (2014), inspect thinking are of three sorts including Positivism, Interpretivism and Realism. The positivist hypothesis deals with the learning joined into the objectives and accumulates data and information tentatively. In like manner, the researcher has used positivism hypothesis in this research. This has helped in making the hypothesis of the research. Data is accumulated through quantitative and subjective methods. Positivism discernment deals with the quantifiable data inciting the quantifiable research. The research approach is two composes including Deductive and Inductive approach.

Conclusion

Section 2- Selection

As expressed by Neuman and Robson (2014), deductive approach deals with a specific level of research. As needs be, researcher has picked the deductive approach for this research. It helps in focusing on objectives of research rejecting each other substance in explore. It also depends upon quantitative approach in the research. The deductive approach oversees introduction of speculations and models and its application. The use of the data gathering technique help in keeping up a practical approach towards explore. Two sorts of data gathering frames are primary sources and secondary sources. The primary data gathering methodology bases on social event data and information from primary data sources including audit. Secondary information accumulation system assembles data from optional sources including on the online journals, reports, books and government databases. The researcher has driven online survey in order to accumulate primary data and information related to the splendid contracts and piece chain. These request have been related to the research focuses on that have helped wrong research of related data. Two sorts of data look into methodology are subjective and quantitative research procedure. The subjective research system is used in the midst of the optional data gathering methodology. In any case, for this circumstance data has been assembled from optional data sources. The researcher will utilize the secondary technique for information accumulation from online books, journals, reports and legislative databases. Topical research will be done in the research for breaking down the information and data.

The research has been driven with fitting moral idea. The data and information have been honestly separating and not conferred to some other individual. The survey individuals have not been constrained to remain in the research and they can leave look into whenever of time. According to Eisenhardt et al. (2016), under Data Protection Act 1998, any individual information of individuals are not conferred to anyone without their assent. The collection of data form the online journals are done which are after 2012. Therefore, this helps in collecting recent data and information related to the topic.  The governmental databases have been authorized in order to maintain the ethical consideration for the research.  Data has not been tempered or changed during the research. The results of the research has not been published before the completion of the research.  In this way, ethical conduct of the researcher towards members has been right with a specific end goal to lead the investigation.

WBS

Task Name

Duration

Start

Finish

0

The Ethics of Violence in Computer Games

60 days

Wed 8/1/18

Tue 10/23/18

1

   Selection of the Topic

5 days

Wed 8/1/18

Tue 8/7/18

2

   Collection of Data from secondary sources

8 days

Wed 8/8/18

Fri 8/17/18

3

   Preparing the layout

8 days

Mon 8/20/18

Wed 8/29/18

3.1

      Review of Literature

5 days

Mon 8/20/18

Fri 8/24/18

3.2

      Developing plan for the research

8 days

Mon 8/20/18

Wed 8/29/18

4

   Selecting appropriate techniques for research

24 days

Thu 8/30/18

Tue 10/2/18

4.1

      Collection of Secondary data

14 days

Thu 8/30/18

Tue 9/18/18

4.2

      Data Analysis & Interpretation

10 days

Wed 9/19/18

Tue 10/2/18

5

   Findings and Discussion

15 days

Wed 10/3/18

Tue 10/23/18

5.1

      Conclusion to the study

2 days

Wed 10/3/18

Thu 10/4/18

5.2

      Preparing Rough Draft

6 days

Fri 10/5/18

Fri 10/12/18

5.3

      Completion of Final Work

7 days

Mon 10/15/18

Tue 10/23/18

Conclusion

It can be concluded that the violence in the video games have been creating critical issues among teenagers. There have been various issues discussed in the study related to the violence in computer games. There have been many cases of violence in the UK related to the plying games.  These have created a complex issue in long-term duration on children and teenagers. The change in behavior of teenagers have been creating problems in the society. This component have limited the psyches of youngsters to carry on forcefully with others in the general public. There have been numerous instances of brutality in the UK identified with the utilizing diversions. These have made a mind boggling issue in long haul length on youngsters and adolescents. The adjustment in conduct of adolescents have been making issues in the general public. The criminal exercises by adolescents have been expanding in the general public. The youngsters are getting rationally influenced by playing activity diversions and executing them in reality. The battle moves appear in the recreations are being translated by the youthful gamers in reality that has been making risky issues identified with life of a person. Data and information have been collected from online journals, reports and governmental databases. Qualitative data analysis have been selected in the research.  Thematic analysis has been done in order to analyze the data and information related to violence in the computer games.

References

Adachi, P.J., Hodson, G., Willoughby, T., Blank, C. and Ha, A., 2016. From outgroups to allied forces: Effect of intergroup cooperation in violent and nonviolent video games on boosting favorable outgroup attitudes. Journal of experimental psychology: general, 145(3), p.259.

Alsafi, Z., Hameed, Y., Amin, P., Shamsad, S., Raja, U., Alsafi, A. and Hamady, M.S., 2017. Assessing the effects of manual dexterity and playing computer games on catheter–wire manipulation for inexperienced operators. Clinical radiology, 72(9), pp.795-e1.

Coeckelbergh, M., 2017. How to describe and evaluate “deception” phenomena: recasting the metaphysics, ethics, and politics of ICTs in terms of magic and performance and taking a relational and narrative turn. Ethics and Information Technology, pp.1-15.

Ferguson, C.J. and Beresin, E., 2017. Social science's curious war with pop culture and how it was lost: The media violence debate and the risks it holds for social science. Preventive medicine, 99, pp.69-76.

Giddens, T., 2015. Introduction. In Graphic Justice (pp. 15-21). Routledge.

Gray, K.L., Buyukozturk, B. and Hill, Z.G., 2017. Blurring the boundaries: Using Gamergate to examine “real” and symbolic violence against women in contemporary gaming culture. Sociology Compass, 11(3).

Gray, K.L., Buyukozturk, B. and Hill, Z.G., 2017. Blurring the boundaries: Using Gamergate to examine “real” and symbolic violence against women in contemporary gaming culture. Sociology Compass, 11(3).

Hartmann, T., 2017. The “Moral Disengagement in Violent Videogames” Model. Game Studies. The International Journal of Computer Game Research., 17(2).

Hay, D.F., Johansen, M.K., Daly, P., Hashmi, S., Robinson, C., Collishaw, S. and Goozen, S., 2017. Seven?year?olds’ aggressive choices in a computer game can be predicted in infancy. Developmental science.

Hogan, K., Draper, H. and Sorell, T., 2017. Values such as respect for autonomy, safety, enablement, independence, privacy and social connectedness should be reflected in the design of social robots. The same values should affect the process by which robots are introduced into the homes of older people to support independent living. These values may, however, be in tension. We explored what potential users thought about these values, and how... Ethics and Information Technology, 19(1), pp.29-38.

Lee, J.M., Hong, J.S., Yoon, J., Peguero, A.A. and Seok, H.J., 2018. Correlates of adolescent cyberbullying in South Korea in multiple contexts: A review of the literature and implications for research and school practice. Deviant Behavior, 39(3), pp.293-308.

Lynch, C., 2017. ‘Everything not saved will be lost’: Videogames, Violence, and Memory in Contemporary Irish Fiction. Irish University Review, 47(1), pp.126-142.

Lynch, C., 2017. ‘Everything not saved will be lost’: Videogames, Violence, and Memory in Contemporary Irish Fiction. Irish University Review, 47(1), pp.126-142.

Mortensen, T.E., Linderoth, J. and Brown, A.M. eds., 2015. The dark side of game play: Controversial issues in playful environments. Routledge.

Nguyen, C.T. and Zagal, J.P., 2016. Good Violence, Bad Violence: The Ethics of Competition in Multiplayer Games. In DiGRA/FDG.

Plante, C. and Anderson, C.A., 2017. Media, Violence, Aggression, and Antisocial Behavior: Is the Link Causal?. The Wiley Handbook of Violence and Aggression.

Pötzsch, H., 2017. Selective realism: filtering experiences of war and violence in first-and third-person shooters. Games and Culture, 12(2), pp.156-178.

Schrier, K., 2015. EPIC: a framework for using video games in ethics education. Journal of Moral Education, 44(4), pp.393-424.

Smith, S., Ferguson, C. and Beaver, K., 2018. A longitudinal analysis of shooter games and their relationship with conduct disorder and cself-reported delinquency. International Journal of Law and Psychiatry, 58, pp.48-53.

Wonderly, M., 2017. Video Games and Ethics.

Yeo, M., Lim, S. and Yoon, G., 2018. Analysis of Biosignals During Immersion in Computer Games. Journal of medical systems, 42(1), p.3.

Young, G., 2017. Integrating poor taste into the ongoing debate on the morality of violent video games. The Computer Games Journal, 6(4), pp.227-237.

Zagal, J.P., 2017. War Ethics: A Framework for Analyzing Videogames.

Zvyagintsev, M., Klasen, M., Weber, R., Sarkheil, P., Esposito, F., Mathiak, K.A., Schwenzer, M. and Mathiak, K., 2016. Violence-related content in video game may lead to functional connectivity changes in brain networks as revealed by fMRI-ICA in young men. Neuroscience, 320, pp.247-258.

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