In nine pages this argumentative paper examines how video games have affected American culture with particular attention paid to influencing attitudes about gender roles and violence. Nine sources are listed in the bibliography.
Name of Research Paper File: TG15_TGvidamcul.rtf
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ideas, values, customs, and artifacts... of groups of people (p. 34). A societys particular culture is responsible for influencing childrens behavior, attitudes, and values through socialization (Schaefer, 2004).
American mass media plays a huge role in determining how modern culture is shared and transmitted through interaction and common experiences (Dill, 2007). While families are still construct the
primary moral foundation, American culture is presently being cemented by the belief systems and values expressed on television, in films, and in video games (Dill, 2007). In her prepared
statement at a hearing before the U.S. House Committee on Energy and Commerce Statement of Karen E. Dill, Ph.D. (2007)] read, "Americans spend two-thirds of our waking lives consuming mass
media. Be it television, movies, music, video games or the internet, media consumption is the number one activity of choice for Americans - commanding, on average, 3700 hours
of each citizens time annually." Video games in America, including consoles, hardware, game software, and accessories surpass box-office totals in the billions of dollars they generate in sales annually
(Lee & LaRose, 2007). Furthermore, video games are generating an expendable and irrelevant antisocial American culture that is fueled by aggression, violence, deviance, and personality disorders. Cultural attitudes
are transferred from one generation to another, and the first generation of video gamers are already giving birth to a new one that are being introduced to this questionable pop
culture sensation as toddlers. Studies conducted by Carnegey & Anderson (2004) revealed, "Children ages 2 to 7 have been shown to play video games an average of 3 to
5 hours a week" (p. 1). Furthermore, Lee & LaRose (2007) report that more than half of all Americans begin playing some type of interactive video games by the