Critical Perspectives Dissertation Proposal OGR: Jess Bennett 19/02/2018
Critical Perspectives Dissertation Proposal OGR: Jess Bennett 19/02/2018
Critical Perspectives Dissertation Proposal OGR: Jess Bennett 19/02/2018
DISSERTATION PROPOSAL
OGR
Jess Bennett
19/02/2018
DO VIDEO GAMES MAKE US
VIOLENT?
DISSERTATION SYNOPSIS
In my dissertation I want to discuss how we relate violence to video games, and to see if this
fact is true or not. I want to look at present games and how realistic they have become. I
also want to discuss the way VR has risen in the past few years, and how children could see
this as being real life for them. The way these brains are, or if they are rotting the new
generation of children who do grow up around these video games and who are more prone
to be violent because of this. Is this true or not, this is the question that everyone asks
themselves, and I want to find out if it is or not.
CHAPTER 1 SYNOPSIS
for my chapter 1 I am going to look at violence before video games. What causes these
people to be violence and how gender is a big factor in this argument. How that there were
violence and crime in the world even before games existed. I want to show that people even
before games blamed various products such as magazines, comics, books, films and what is
shown on the tv were blamed for making kids violent as they would copy what was shown. I
want to show how past events and history have had an effect on the way we see video
games and how they make the young consumer who is playing this makes them feel.
CHAPTER 2 SYNOPSIS
For chapter 2 I want to look at age rating on video games and how more young children play
these games. I want to look at arguments for and against weather these kids do become
more aggressive as they grow up playing these age restricted games, the blame of the
parents that allow there young to play or blame of the children that come addicted to such
violence. Or arguments that games of a violent nature are educating our children for the
world outside.
CHAPTER 3 SYNOPSIS
For my final chapter I want to look at VR and how it immerses you in and how its so realistic
its hard to tell if its real or not. Could vertical Reality be the cause of violence as it confuses
the brain whether this is real or not. Or is it just the console as it can also be immersive in
the way it draws you in to play it. There are many arguments whether new technology of
the gaming world are becoming to real for people and also too realistic which can also
confuse the mind. I want to add to this that serious crimes that are blamed by video games.
Is this true or false do these video games make criminals or is it just the criminal who need
to blame someone or something blame the games that they play.
RESEARCH PRO-FORMA
Author: Mark J.p. Wolf & Bernard Perron Author: Patti M. Valkenburg
Critical position:
Critical position: Professors Title: Childrens responses to the screen
Title: The Video Game Theory Reader Place of Publication: Mahwah, New Jersey
Date: 2004
Place of publication: New York & London
Date: 2003 Key points: five types of research on the effects of media violence.
Laboratory experiements, field experiments,
correlational studies, causal-correlational studies and
Key points: video games are reshaping the Meta- Analyses.
face of entertainment and our relationship
with technology. It discusses the relationship
between video games and other media. Quotations:
“The more exposure children have to
the media violence, the more aggressive they are.”
Quotations:
RESEARCH PRO-FORMA
Author: Craig A. Anderson, Douglas A. Gentile & Katherine E. Author: Barrie Gunter
Buckley
Critical position: professor
Critical position: professor, assisted professor & completing her
PHD in psychology Title: The effects of video games on children ( the myth unmasked)
Title: Violent Video Games Effect on children and adolescents Place of publication: Sheffield, England
Place of publication: New York Date: 1998
Date: 2007
Key points: has video games given rise to public concern about the
effects they have on youngsters. Is games worse that television
Key points: prior violent video game research, violence?
Quotations:
Quotations: “ no excessive blood and violence and no sex” (kent, “Gender differences in effects of video games play have been
2001. p. 465) observed, but may depend on whether players compete as
indivuals or cooperate with others.” (Lightdale and Prentice 1994)
RESEARCH PRO-FORMA
Author: Dave Grossman & Gloria De Gaetano
Author: Mark J.p. Wolf
Critical position: Author & educator of the fields of media
violence Critical position: Proffessor
Title: Stop teaching our kids to kill Title: Before the crash (early video game history)
Place of publication: New York Place of publication: Detroit
Date: 1999 Date: 2012
Quotations: Quotations:
“The incident that brought the issue to public attention, was
the columbine High school massacre, in Littleton Colorado.”
RESEARCH PRO-FORMA
Director: Jeremy Smith, Nina Huntemann, Sut Jhally Director: Nina Huntemann, Roger Sorkin, Sut Jhally
Title: Game over(Gender, Race & Violence in Video Games) Title: Joystick Warriors
Production company: Media Education Foundation Video Games, Violence & the Culture of Militarism
Place of publication: Production company: Media Education Foundation
Date: 2000 Place of publication:
Date: 2012
Key points:
Video and computer games represent a $6 billion a year Key points:
industry. One out of every ten households in American
owns a Sony PlayStation. Children who own video game Drawing on the insights of media scholars, military
equipment play an average of ten hours per week. And analysts, combat veterans, and gamers themselves, the
yet, despite capturing the attention of millions of children film trains its sights on the wildly popular genre of first-
worldwide, video games remain one of the least person shooter games, exploring how the immersive
scrutinized cultural industries. Game Over is the first experience they offer links up with the larger stories we
educational documentary to address the fastest growing tell ourselves as a culture about violence, militarism, guns,
segment of the media through engaging questions of and manhood.
gender, race and violence.
RESEARCH PRO-FORMA