Vocabulary Lens
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(right-hand side = Vocab definitions, synonyms, prompts) |
The Impact of Violent Video Games on Youth Violence The Grand Theft Auto video game series has fifteen titles in its portfolio and has sold more than 150 billion units since 1997. Its most recent installment, Grand Theft Auto V, generated $800 million in sales worldwide in just 24 hours after its fall 2013 debut (Forbes, Sept. 2013). In the series, gamers carry out violent heists for crime lords, killing bystanders, cops, prostitutes, and other individuals in gruesome ways. One mission asks users to select a method of torture, including dental extraction, waterboarding, and smashing a man’s groin with a sledgehammer. This franchise, like dozens of other violent titles in the $11.7 billion-dollar gaming industry, puts users in first-person scenarios that are gruesome and murderous. Although the most violent titles carry an M (Mature) rating and target an adult audience, many youths play them. A Pew Research Center report found that 97 percent of children, ages 12 to 17, played some type of video game. Two-thirds of those played games with violent content, including Grand Theft Auto. For four decades, video games have been blamed, in part, for an increased prevalence of youth violence and aggressive behavior. Although it is difficult to link violent games to criminal activity, young gamers do experience an increase in aggression and decrease in empathy; those with unfiltered access to violent games and a history of mental health problems may confuse fantasy and reality. Violent video games have been blamed in part for some of the country’s most heinous crimes and school shootings, from Columbine High School to Sandy Hook Elementary. In both cases, and others like them, the young shooters had a history of violent video game play. Mature-rated games simulate and reward violence, thereby desensitizing young users and teaching them that violence is an acceptable way to resolve conflict. Some argue that the video game industry is not creating thousands of young homicidal maniacs. School and mass shootings aren’t more prevalent in the United States, compared to two decades ago, despite the increased number of video game users. Sales of video games have more than quadrupled from 1995-2008, while the arrest rate for juvenile murders fell nearly 72 percent and the arrest rate for all juvenile violent crimes declined about 49 percent in this same period (Entertainment Software Association, 2009). However, the societal impact of violent video games is mounting, and perhaps in more subtle ways than the media and crime statistics suggest. Young gamers are more likely to show aggression and anger, in general, and in the form of bullying. Researchers Kutner and Olsen reported that 60 percent of middle school boys who played at least one mature-rated game hit or beat up someone, compared to 39 percent of boys that did not play mature-rated games (Kutner & Olsen, 2008). Although juvenile violent crime has declined, incidents of bullying have increased: 282,000 students are physically attacked in secondary schools each month and 71% of students report bullying is a problem at their school, according to Make Beats Not Beat Downs, a bullying prevention non-profit. Leading experts in video game research, Anderson and Bushman, support the theory that exposure to violent video games poses a public-health threat to young people. Is there a reliable association between exposure to violent video games and aggression? Across the 33 independent tests of the relation between video-game violence and aggression, involving 3,033 participants, the average effect size was positive and significant. High video-game violence was definitely associated with heightened aggression (Anderson & Bushman, 2001). Some researchers argue that video games are more likely to impact negative behaviors because they’re immersive. Users don’t just watch the bloody violence as they would in a violent television show or movie, they interact with the game in a real and personal way. The user leads the action, using humans as shields, mowing down prostitutes, killing civilians as an undercover terrorist, and more. In this fantasy world, they are rewarded for the violent behaviors. The psychological impact of violent video games boosts aggression, but it also desensitizes the gamer and decreases his or her levels of empathy toward others (Funk, 2004). For young users, without healthy messaging from parents, violent imaging of video games could be internalized as the moral norm (Funk, 2001). For those players deemed high-risk, confusing the fantasy world of video games with real life isn’t a giant leap. High-risk players are young children, ages less than 11 to 12, who are bullies or victims, and children with problems in emotion regulation (Funk, 2001). Funk’s research says that, “Playing violent video games probably will not turn a docile, well-socialized child into a bully . . . But for children who are already bullies or victims there are no corrective messages or experiences in violent video games.”
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Grand Theft Auto (proper noun): A video game that allows players to take on the role of criminals.; synonym: n/a; prompts: unknown proper noun
portfolio (noun): A group of related pieces of work.; synonym: collection; prompts: unknown word
units (plural noun): One of many identical items.; synonym: copies; prompts: unknown word
installment (noun): One part of something made in a series.; synonyms: edition, release; prompts: unknown word
generated (verb): To make.; synonym: produced; prompts: unknown word
debut (noun): The first appearance of something.; synonyms: introduction, release; prompts: unknown word
gamers (plural noun): People who play video or computer games.; synonym: players; prompts: unknown word
heists (plural noun): Thefts.; synonym: robberies; prompts: unknown word
crime lords (plural noun): People who run criminal gangs.; synonym: masterminds; prompts: unknown term
bystanders (plural noun): People who are present at an event but do not participate in it.; synonym: onlookers; prompts: unknown word
prostitutes (plural noun): People who charge money for sexual acts.; synonyms: call girls, hookers; prompts: unknown word
gruesome (adjective): Presenting injury or death in a vivid, shocking way.; synonym: horrifying; prompts: unknown word
users (plural noun): People who operate devices, such as computers.; synonyms: operators, players; prompts: unknown word
dental extraction (noun): The removal of teeth.; synonym: tooth pulling; prompts: unknown term
waterboarding (noun): A form of torture that mimics the feel of drowning, often used for interrogation.; synonym: n/a; prompts: unknown word
groin (noun): The area of the body where the legs meet.; synonym: genitals; prompts: unknown word
franchise (noun): A collection of media—such as television, film, books, and video games—that are created as a succession of separate pieces of work using common characters, settings, or stories. For example, the Harry Potter series of novels , films, video games, theme park attractions, and licensed merchandise are a media franchise.; synonym: series; prompts: unknown word
first-person scenarios (plural noun): Games in which users view the action from a character’s point of view.; synonyms: n/a; prompts: unknown term
mature (adjective): Meant to be seen by someone eighteen years or older.; synonym: adult; prompts: unknown word
prevalence (noun): The condition of being widespread.; synonym: common; prompts: unknown word
link (verb): To make a connection between things or ideas.; synonyms: tie, unite; prompts: unknown word
empathy (noun): The ability to understand someone else’s feelings.; synonym: compassion; prompts: unknown word
unfiltered (adjective): Without restrictions.; synonym: free; prompts: unknown word
access (noun): The right to use or have something.; synonym: entry; prompts: unknown word heinous (adjective): Completely hateful.; synonyms: terrible, atrocious; prompts: unknown word
Columbine High School (proper noun): A Colorado school, the site of a 1999 shooting in which two students murdered 12 others and a teacher before killing themselves.; synonym: n/a; prompts: unknown proper noun
Sandy Hook Elementary (proper noun): A school in Connecticut, site of a 2012 shooting in which a gunman murdered 20 children and 6 adults before killing himself.; synonym: n/a; prompts: unknown proper noun
simulate (verb): To recreate the nature of something.; synonym: imitate; prompts: unknown word
desensitizing (verb): To reduce the reaction to something.; synonym: losing sympathy; prompts: unknown word
resolve (verb): To find a solution to a problem or a dispute.; synonym: clear up; prompts: unknown word
conflict (noun): A dispute or argument between people.; synonyms: disagreement, fight; prompts: unknown word
homicidal (adjective): Capable of murder.; synonym: murderous; prompts: unknown word
maniacs (plural noun): People who are wild and out-of-control.; synonym: madmen; prompts: unknown word
prevalent (adjective): Common.; synonyms: widespread, frequent; prompts: unknown word
juvenile (noun): Someone not old enough to legally be an adult.; synonym: youth; prompts: unknown word
societal (adjective): Adjective form of society, related to people living together in groups.; synonym: communal; prompts: unknown word
mounting (verb): Increasing in number.; synonym: rising; prompts: unknown word
subtle (adjective): Hard to see or notice.; synonyms: subdued, not obvious; prompts: unknown word
bullying (noun): Using harmful words or actions to intimidate others, especially weaker individuals.; synonym: harassment; prompts: unknown word
middle school (noun): A school level between elementary and high school, often including grades 5 or 6 through 8 or 9.; synonym: junior high; prompts: unknown term
declined (verb): Reduced in number.; synonym: decreased; prompts: unknown word
secondary school (noun): In the United States, grades 9 through 12.; synonym: high school; prompts: unknown term
non-profit (noun): An organization that uses the money it earns to advance its goals, which usually benefit society or social issues.; synonym: not-for-profit; prompts: unknown word
leading (adjective): Respected and well-known.; synonym: important; prompts: unknown word
exposure (noun): Encountering or seeing something new or potentially harmful.; synonym: experience; prompts: unknown word
reliable (adjective): Accurate and consistent.; synonyms: trustworthy, dependable; prompts: unknown word
association (noun): A link or relationship between different things.; synonym: connection; prompts: unknown word
independent tests (plural noun): Tests carried out by an agency that has no ties to the maker or user of a product.; synonym: unconnected; prompts: unknown word
relation (noun): A link between different things.; synonyms: connection, association; prompts: unknown word
effect size (noun): A statistical term that describes the strength of a relationship.; synonym: n/a; prompts: unknown term
significant (adjective): A statistical relationship large enough that it is unlikely to be caused by chance.; synonym: meaningful; prompts: unknown word
heightened (verb): To have made something more powerful.; synonym: increased; prompts: unknown word
immersive (adjective): Engages multiple senses.; synonym: all-encompassing; prompts: unknown word
interact (with) (verb): To make a connection to something or someone, to be affected by something.; synonym: interface; prompts: unknown term
shields (plural noun): Equipment used to protect people from weapons or blows.; synonym: cover; prompts: unknown word
mowing down (idiom): To kill many people at the same time; synonym: murder; prompts: unknown term
civilians (plural noun): People who are not members of the police or military.; synonym: non-combatant; prompts: unknown word
undercover (adjective): Playing a role like an actor in order to spy on a person or group of people.; synonym: clandestine; prompts: unknown word
terrorist (noun): A person who frightens or hurts civilians to obtain a specific goal.; synonym: extremist; prompts: unknown word
fantasy (noun): An imaginary person, place, or thing.; synonym: make believe; prompts: unknown word
psychological (adjective): Related to the mind.; synonym: mental; prompts: unknown word
boosts (verb): To increase.; synonyms: advances, furthers; prompts: unknown word
healthy messaging (noun): Sending positive information or advice.; synonym: positive communication; prompts: unknown term
internalized (verb): Taken in and made part of one’s character.; synonym: absorbed; prompts: unknown word
moral (adjective): Relating to ideas about right and wrong behavior or principles.; synonym: ethical; prompts: unknown word norm (noun): The accepted standard of behavior within a group of people, or the usual way of doing something.; synonym: proper; prompts: unknown word
giant leap (idiom): A surprising mental connection between two ideas.; synonym: epiphany; prompts: unknown term
emotion regulation (noun): The ability to control your emotional reaction to events.; synonym: self-control; prompts: unknown term
docile (adjective): Willing to follow instructions.; synonym: obedient; prompts: unknown word
well-socialized (adjective): Able to get along with other people in society.; synonyms: friendly, sociable; prompts: unknown term
corrective (adjective): Able to overcome something bad.; synonym: positive; prompts: unknown word
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Page 2
(left-hand side of Active Reader) |
(right-hand side = Vocab definitions, synonyms, prompts) |
The impact of violent behavior is difficult to measure, but studies suggest that young boys are at the highest risk of exhibiting aggression. Roughly 65 percent of daily gamers are male; 35 percent are female. Boys also are more likely than girls to play violent M-rated games (Pew, 2008). Boys who played M-rated games “a lot” were twice as likely to be in a physical fight, to hit or beat up someone, to damage property for fun, to steal something from a store, to get poor school grades, or to get in trouble with a teacher or principal, compared to boys who played games with lower ratings (Kutner & Olsen, 2008). This evidence also does not pinpoint the impact that the violent male characters within the games may have on young boys. The male characters are often aggressive and violent, whereas women are portrayed as damsels in distress, objects of sexual gratification, or as the enemy. Very few video games feature women as allies or sidekicks to the male protagonist. Because the primary characters in video games are men, male gamers are more likely to engage in the game than females, resulting in a larger impact on men (Bartholow & Anderson, 2002). The benefits of non-violent video games are numerous: they provide a creative outlet and stress relief, promote social interaction, and encourage sports and physical fitness. However, those benefits are overshadowed by reports of real-world causalities at the hands of frequent gamers. Each year, developers spend millions of dollars to create and market even more gruesome and realistic video games. How can concerned parents respond? Parents should become familiar with the content of their children’s games and the games they play at friends’ houses. Screenshots and plot summaries are widely available online. Experts recommend that parents keep game consoles in common areas of the home and familiarize themselves with parental controls. If a child seems more aggressive after playing certain games, parents should be vigilant, restrict play, and discuss the content with their children.
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exhibiting (verb): To display.; synonym: showing; prompts: unknown word
roughly (adverb): Close to but not exactly.; synonym: approximately; prompts: unknown word
principal (noun): The person in charge of a school.; synonym: administrator; prompts: unknown word
pinpoint (verb): To find with great precision.; synonym: specify; prompts: unknown word
whereas (conjunction): A word that introduces a comparison between two opposite things.; synonym: in contrast; prompts: unknown word damsels in distress (plural noun): Women who need to be rescued.; synonym: helpless maidens; prompts: unknown term
sexual gratification (noun): Satisfaction of sexual desire.; synonym: pleasure; prompts: unknown term
allies (plural noun): People who are working together to meet a common goal.; synonym: partners; prompts: unknown word
sidekicks (plural noun): A person who is in frequent company with someone more powerful.; synonym: assistant; prompts: unknown word
protagonist (noun): The main character in a story.; synonym: hero; prompts: unknown word
creative outlet (noun): An artistic expression used to display strong feeling or emotions .; synonym: release; prompts: unknown term
promote (verb): To help something grow or develop.; synonym: encourage; prompts: unknown word
interaction (noun): The collaborative efforts of two or more entities, such as people or businesses.; synonym: relationship; prompts: unknown word
overshadowed (verb): Made to seem less important.; synonyms: outshine, eclipse; prompts: unknown word
causalities (plural noun): The relationship between a cause and its effects.; synonyms: relations, forces; prompts: unknown word
screenshots (plural noun): A picture of the contents of a computer screen.; synonym: n/a; prompts: unknown word
game consoles (plural noun): A device that allows a video game to be played on a television screen.; synonym: control panel; prompts: unknown term
common areas (plural noun): Shared parts of a living space or residence, open and available to many people.; synonym: public space; prompts: unknown word vigilant (adjective): Being on the lookout for problems.; synonym: watchful; prompts: unknown word
restrict (verb): To place a limit on something.; synonym: control; prompts: unknown word |