Research Paper On Do Violent Video Games Cause Behavior Problems

Click on any of the term papers to read a brief synopsis of the research paper. The essay synopsis includes the number of pages and sources cited in the paper.

  • Video Games and Social Responsibility

    In three pages this paper discusses the continued controversy surrounding the violent content of video games and considers whether or not video game designers have a social responsibility to eliminate the gratuitous violence and abuse of women that are prevalent in video games, an entertainment market that consists predominantly of children. Four sources are listed in the bibliography.

  • Violence and Video Games

    A 9 page review of the violence of video games and the possible impacts of these games on real life violence. Suggests that the level of violence we are experiencing in our society today can be correlated, at least to a certain degree, with the violent stimuli our children are being exposed to through video games and other sources. Bibliography lists 10 sources.

  • Violence and Video Games

    A 3 page paper which argues that violence in video games is not a problem. Bibliography lists 7 sources.

  • Impact Of Video Game Violence On Children

    4 pages in length. The debate over whether video game violence serves as little more than a negative influence is a continuing argument between critics who contend such violence images and scenarios are precursors to real-life violent behavior and others who point to beneficial aspects of virtual hostility that helps enhance mental processes as well as prepare children for social encounters as adolescents and adults. That one side of the debate is more viable than the other is not so much the focus of this ongoing dispute as is the validity of studies whose findings provide conflicting data pertaining to just how detrimental video game violence truly is within the mind of an impressionable child. Bibliography lists 4 sources.

  • Personal Definition Of Video Games

    4 pages in length. Despite the general consensus that video games encourage antisocial behavior, obesity, sedentariness and - some argue - violent tendencies, there is an entirely opposite definition to this animated, interactive entertainment many people overlook: their value as effective learning tools. The extent to which children and adolescents alike connect with the fantasy world of video games is both grand and far-reaching; that this interactive relationship has spilled over into the academic environment as an unexpected - yet highly welcome - educational device speaks to the overwhelming benefit this particular type of technology has had upon reaching and teaching students, inasmuch as being engaged with the overall learning process is half the struggle of achievement. Bibliography lists 3 sources.

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