Printed by www.postersession.com Violence and realism of electronic games have been a concern from the outset to parents and educators. According to a.

Slides:



Advertisements
Similar presentations
Mark Ferguson 10/18/09 Mrs. Pugh.  Computer and video games are rated by the Entertainment Software Rating Board(ESRB), whose system includes age recommendations.
Advertisements

Anthony ISD School Health Advisory Council (SHAC)
Media Impact AEE 440. Philosophical Direction Technology is more than machines -- it is a way of thinking Technology is more than machines -- it is a.
Antisocial Behavior: Aggression Behavior that is intended to cause harm to persons or property and that is not socially justifiable Based less on consequences.
Tim Gordon Violent Video Games in Society. Overview Multiple interpretations of the research Computers as teachers.
Delta Schoolcraft teachers and consultants developed Take the Challenge * Take Charge, a media education program that uses the Stanford University SMART.
How Children Learn Violence through Modeling Donna Dickman Partnership for Violence Free Families
Chapter 7.6 Content Regulation. 2 History of Censorship Legal source of American speech protection is the 1791 First Amendment to the U.S. Constitution:
DO VIOLENT VIDEO GAMES AFFECT KIDS BEHAVIOR AND GRADES? By: Braden Bush.
Computer Gaming Ayesha Khan 578-BSSE-S08. Definition of Computer Games A game is structured playing, usually undertaken for enjoyment and sometimes used.
1 Teen Dating Violence “The Silent Epidemic” Presented By: John Smith, Suzie Jones, Samantha Robinson & Christopher Lockhart PERIOD 1 Spring 2011.
Gamer Generation: The Ill Effects of Violent Video Games on Today’s Youth Michelene Thompson.
The Adverse Effects of Media on Today’s Children Kody McGregor CIS
Effectiveness of Video Game Violence By: Trenton McNabb.
Standard #9: Professional Learning and Ethical Practice The teacher engages in ongoing professional learning and uses evidence to continually evaluate.
Television Violence: How it Affects Children
Stephanie Warmoth MEDT 6466 Fall Compton Elementary Mission The mission of Compton Elementary School is to provide students with a diverse education.
The Evolution of Video Game Development Research by Jariel Ortiz, Academia Bautista de Puerto Nuevo, San Juan, Puerto Rico Research Mentor: Prof. Irma.
1 Core Concepts: CDC Ethics Hypothesis Human subjects Prevalence rate Person, place, and time Surveillance Survey questions Lessons: 1-1 Introduction to.
Do violent video games cause aggression? by Emily Russell
Even young children can benefit from computer use in schools By Jenifer Darling.
How Computers Affect Our Children’s Minds For Better or Worse.
CMP 230 Fall 2008 By: Maryan Clark Professor John Kaucher Cambridge College.
A review of research in the 1990s concludes that there is a positive and significant correlation between television violence and aggressive behavior,
Does Violent Media Make People More Prone to Committing Violent acts? Mathew Knudson, Shawn Sawyer, Thomas Chen, Jared Rosenholtz, Alexander Shumski.
My Research plan How much is too much, eh?. Contents  My study and significance  How much is too much? A three page study  Accelerometers and exercise.
Printed by Mobile Phones and Technology Giancarlo Santini & Gabriel Román Universidad Interamericana de Puerto Rico Mobile Phones.
Modern technology. Video and computer games have made a large impact upon society’s youth.
Chapter 17 The World Beyond the Family. Definitions  Agent of Socialization  Audiovisual Technology  Breakfast Programs  Censorship  Curriculum 
Unit 2 Research Proposal Tentative Schedule (Updated)
By: Quenna Chaplin 12/2/2010. The Objective The objective of this presentation is to determine what effects of video games have on children. This presentation.
Printed by The Robot Industry The Robot Industry Ricardo Collazo & Edwin Cruz Universidad Interamericana de Puerto Rico This robotics.
Addiction? Addiction – the state of being enslaved to a habit or practice or to something that is psychologically or physically habit- forming to such.
Jason Jeremy Haris. - Computer Addiction provides hours of enjoyment and entertainment individually and with others. Computers and the internet are the.
Neuro-Semantic Pollution in Today’s Youth. Our problem is how Neuro-Semantic Polluters (music, TV, movies, video games, etc.) is negatively affecting.
Taking Charge of Your Health
Marcus Gollahon. –WASHINGTON - Playing violent video games like Halo, World of Warcraft or Mortal Kombat can increase a person's aggressive thoughts,
© 2014 International Technology and Engineering Educators Association, STEM  Center for Teaching and Learning™ Game Art and Design Unit 1 Lesson 4 Game.
Printed by Artificial Intelligence: Development of Knowledge Artificial Intelligence: Development of Knowledge Hazel Cruz and Carlos.
The Effects of Living in Poverty on Child Development Dr. Hilsmier Spring 2014 Brittany Crabtree.
What do you know about the following… 1.Self Esteem 2.3 Areas of Health 3.Decision Making 4.Peer Pressure/Communication 5.Human Body Systems 6.Stress 7.Smoking/Tobacco.
Unit I: Game Ratings ERSB GAD. Ethics in Game Design GAD Ethics is applying a moral judgment of right and wrong, moral and immoral to something. Ethical.
Violence Prevention Marcy A. Spath Counseling 511 March 20, 2007
Domestic Violence in the Latino Community & its Effect on their Children’s Ability to Learn October 13, 2010.
». What is ESRB? 2 The Entertainment Software Rating Board (ESRB) is a voluntary organization concerned with rating video games. The ESRB was founded.
Population Economy Sales production Side affects By: Lashia Daniels Lashia daniles.
Are We Gambling With The Youth In Our Society? Jacob Mulhern University of Wisconsin-Eau Claire Introduction Hypothesis & Results Discussion Method Future.
Bash ’em Smash ’em Violent Video Games and Their Effects on Aggression By: Katrina Deutsch, Whitney Evans, and Rachel Schloss For: Communications 111.
What effects do violent video games have on adolescent boys who play them? Lindsay LaRoche University of Cincinnati, (CECH/Secondary Education Social Studies)
Media: Communication channels through which content is delivered, including television, video games, movies, music, websites, apps, and advertisements.
Jason Jeremy Haris. - Computer Addiction provides hours of enjoyment and entertainment individually and with others. Computers and the internet are the.
Printed by Artificial Intelligence: Development of Knowledge Artificial Intelligence: Development of Knowledge Hazel Cruz and Carlos.
Printed by Mobile Phones and Technology Giancarlo Santini & Gabriel Román Universidad Interamericana de Puerto Rico Mobile Phones.
Printed by Web Browser Comparison By: Gustavo Marrero & Ignacio Pérez Universidad Interamericana de Puerto Rico The purpose of this.
Printed by Artificial Intelligence: Development of Knowledge Artificial Intelligence: Development of Knowledge Hazel Cruz and Carlos.
Printed by Mobile Phones and Technology Giancarlo Santini & Gabriel Román Universidad Interamericana de Puerto Rico Mobile Phones.
Film Violence on TV: The Ratings Game
TEMPLATE DESIGN © Introduction Violent and sexual content within video games can affect teenagers in many ways and cause.
Audiences and Videogames Videogame fanatics are like cocaine addicts who get an instant rush from an electronic fix (quoted in Newman 2001, 62-63).
April April Age Childhood Adolescence Young Adulthood Classroom Focus General Layout.
YOUNG CHILDREN’S USE OF MEDIA, TECHNOLOGY, AND SCREEN TIME PRESENTERS: KIMBERLY SHARKINS & DR. JAMES ERNEST UNIVERSITY OF ALABAMA AT BIRMINGHAM.
By: Joshua Maile. Back in the Day… Pong – a simulated ping pong game where players had to hit a “ball” with “paddles.”
By Nancy Ghattas S Integral part of children and adult lives Average amount of playing time is around 13 hrs per week Most popular games contains.
Tannia Bejarano CHHS 302 California State University, Monterey Bay.
Printed by Mobile Phones and Technology Giancarlo Santini & Gabriel Román Universidad Interamericana de Puerto Rico Mobile Phones.

Psychosocial Effects of Violent Media on Elementary Age Children
Top 5 Most Popular Video Games 2013
Presentation transcript:

printed by Violence and realism of electronic games have been a concern from the outset to parents and educators. According to a study conducted by ERIC Childhood Clearinghouse on Elementary and Early Childhood Education Campaign, IL (2005), electronic games are having a negative impact on the consciousness of children and adolescents since the games tend to make children have more aggressive thoughts than those who have used non-violent games. In another investigation conducted at the University of Iowa by Bushman and Anderson, it was found that after being exposed to these violent games players become less sensitive to the suffering of others and lose their enthusiasm to help others. These players do not seem surprised by everyday violence but also they accept and apply it in their routine life. All this aggression against others is affecting the value system of our youth. Psychological development experts recommend parents to prevent their children to play these violent electronic games. Other negative aspects related to the games include: excessive noise, lack of ventilation and oxygenation, waste of time to study and exercise, search for competitiveness, individualism, and high economic costs. According to various investigations that were studied, it can be observed that their results were similar: electronic games have a negative impact in the consciousness of children and young people in our society. The criteria used to classify the videogames are the ones of the video game industry which include the use of the following elements: blood, intense violence, partial nudity, strong language, strong sexual content, use of alcohol and use of drugs. The recommendations to parents to avoid the effects of electronic games are: to know the content of the games and discuss with the children, pay attention to the scores of games, limiting the use of games providing hours of games and finally explain the differences between game violence and real life. Methods: 1. Choose a research theme. 2. Recognize, identify and collect a preliminary documentary source. 3. Develop a research plan by exercising the thought to tidy up the concepts and select the subtheme. 4. Retrieve information, according to the content structure. 5. Organize and interpret the information gathered. 6. Structuring and writing the research report publication of the abstract, the written report and the poster presentation material on the Internet at and the poster presentation at the CCCE Symposium on July 2 nd, Result: 1. According to the categories and the content of the games we could identify that first Grand Theft Auto is the most violent game because it contains a high amount of violence such as: blood, intense violence, partial nudity, strong language, strong sexual content, use of alcohol and use of drugs. 2. The least violent game was Gears of War 2 due to its content of blood and gore, intense violence and strong language. 3. According to research conducted, it can be concluded that games that contain violence are affecting children and young people according to the amount of time they use these games and level of violence contained in each game. Buchman, D.D. and Funk, J. B. (n.d.). Cárcamo, O. (2008). electronicos_violentos.html Cesarone, B.( ). ERIC Clearinghouse on Elementary and Early Childhood Education Champaign IL. Daly, L. A. and Perez, L. M. (n.d.) Community College Yuba, Sucursal Clear Lake and University Mills. Iriarte, P. G. ( 2009). Revista la mala palabra. blogspot.com/2009/03/los-juegos-electronicos.html Walsh, E. (2005). California Childcare Health Program pdfs/healthandsafety/electronicmediasp1105_adr.pdf The violence is reflected mostly in children and young people who devote their time to electronic games, than in those not using it. Today video game makers are creating increasingly violent games. These games are affecting children in their self-esteem, study time and exercise among others. It can be concluded that although electronic games are a tool of learning for children and youth in our society, children from an early age are playing these games and learning to live a life of violence. It has been demonstrated that the more violent is the game, the more aggressiveness is displayed by children. Increasingly, it is been found more adverse effects in children and adolescents who use these games. Parents should be aware of these research results in order to protect their children from violent behavior. Our purpose is to investigate the effects of violent electronic games on children and youth. Caribbean Computing Center for Excellence (CCCE) Inter American University, Metropolitan Campus Dr. Angel Caraballo Prof. Irma Alvarez Prof. Evelyn Haddock