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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.

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Presentation on theme: "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."— Presentation transcript:

1 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 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 http://CompSciResearch.wikispaces.com and the poster presentation at the CCCE Symposium on July 2 nd, 2010. 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.). http://ww.cai.inter.edu http://ww.cai.inter.edu Cárcamo, O. (2008). http://www.orlandocarcamo.com/los_ninos_y_juegos_ http://www.orlandocarcamo.com/los_ninos_y_juegos_ electronicos_violentos.html Cesarone, B.( 2000-10). ERIC Clearinghouse on Elementary and Early Childhood Education Champaign IL. http://www.ericdigest.org/2001-3/videos.htm http://www.ericdigest.org/2001-3/videos.htm Daly, L. A. and Perez, L. M. (n.d.) Community College Yuba, Sucursal Clear Lake and University Mills. http://ecrp.uiuc.edu/v11n2/daly-sp.html http://ecrp.uiuc.edu/v11n2/daly-sp.html Iriarte, P. G. ( 2009). Revista la mala palabra. http://revistalamalapalabra. http://revistalamalapalabra. blogspot.com/2009/03/los-juegos-electronicos.html Walsh, E. (2005). California Childcare Health Program. http://www.ucsfchildcarehealth.org/ http://www.ucsfchildcarehealth.org/ http://www.ucsfchildcarehealth.org/ 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


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