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Are video games a good learning tool
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The video game phenomenon is somewhat new in this modern society. Despite being designed for entertainment, in the recent years the content has become more violent and disturbing. Due to the increasing popularity of these violent videogames, there has also been an increase of controversy regarding the negative effects these games have on people’s minds. Concerned parents and experts think that these games are too violent, which has led to demands made towards the government to control the sales of these games. However it is also strongly believed that video games do not cause an increase of aggression in adolescents. What the media ignores are the many positive effect of videogames we cannot find in other forms of media. Parents, experts and other individuals should stop being afraid of video games and instead should try to consider the positives of this underappreciated medium. Surveys show that 90% of children in the UK play video games and 70% of the heads of household also play video games. This means that the average age of gamers is 33(Bavelier, TED). Society is changing and games are becoming not only a key part in entertainment but also in education and child development. Millennials, Individuals born between 1978 and 2000 (Madland 2), grew up playing video games. These individuals mostly grew up playing the arcade and home video game systems also known as platforms, such as Atari, Nintendo, Sega and PlayStation and computers, were already popular before they began school. These individuals have participated in the technological revolutionthat followed such games as Pong (released by Atari in 1973) all the way to the games we see today such as, Call of Duty, Grand Theft Auto and World of Warcraft. ... ... middle of paper ... ...e these games are to children. Video game developers have integrated parental control systems in their games in order to help concerned parents limit their child’s playtime. Works Cited Anderson, Craig A and Brad Bushman, “Comfortably Numb effect of violent media on helping others Ebscohost 12/11/2013 Chatfield Tom “7ways Video games reward the brain.” Ted talks conferences 20/11/2013 Mitrofan, O., M. Paul, N. Spencer. “Is Aggression in Children with Behavioral and Emotional Difficulties Associated with Television Viewing and Video Game Playing? A Systematic Review.” Child: Care, Health and Development 35.1 (2008): 5-15. Ebscohost. 21/11/13 Centers for Disease Control and Prevention. “Attention-Deficit/Hyperactivity Disorder Data and Statistics.” CDC: Centers for Disease Control and Prevention. Centers for Disease Control and Prevention. 12 Dec 2011. 22/11/2013
Ever since the creation of video games, people have been entertained without the need to go out to the movies or some other outdoor activity. However, people never realized that video games could influence children emotionally. Apart from the discussion that video games, or other activities that have to do with television, can ruin people’s vision, violent video games can influence children to develop aggressive behaviors. There have been situations worldwide, like the Columbine High School shooters, where video games were to blame. Some laws were even passed to lower situations similar to the Columbine High School Massacre. For example, California passed a law in 2005 that would have required violent video games to include an "18" label and criminalized the sale of these games to minors. Video games can influence children in the US to develop violent behavior.
Violent video games are undoubtedly a legalized drug to children and teens, numbing their thoughts and reprogramming their minds. Like a drug, it desensitizes them, and makes them more prone to violence. This idea of violent video games was not a phenomenon until the later 20th century, and evolved from racing into enemies, to free-for-all drug abuse and sexual/physical violence that most youth know and play today. These games have a detrimental impact on teens, making them eat more, become more aggressive, and wash away their morality. Although some may try to argue with reality, countering that its helps them socially, similar to the idea of teens taking drugs, violent video games reduce their overall health and need to be taken care of.
Many people do not believe there are benefits to playing video games. The majority of them are parents of disgruntled teenagers. These kids meet a wall of parental resistance each time they make an effort to get the ban against video gaming lifted in their homes. They have used every typical persuasive technique available to them; including a promise to keep their room clean and free of clutter for the remainder of their life. Kids learn best in the company of trusted adults. That is adults as co-learners and partners not as police. Instead of implementing a total ban against videogames in their homes, a solution may be found if the parents and their children would join together in a fact finding mission as co-learners and partners to actively research the vast amount of data about the positive and negative impact of video gaming on the behavior of youths today. This is a great united learning and social opportunity for families in general. The children will help the parents to get over the hump of unfamiliarity about video gaming and not as police officers in their own homes. Most importantly, information empowers parents at a time when kids' tech interests have become a key part of parenting.
The chief argument why video games are harmful according to the media: violence. These games apparently brainwash children into thinking that violence is okay and influencing them to go out and shoot their neighbors and puppies. But they are a falsely accused party. First of all we must consider this: video games are rated similarly to movies. These ratings are supposed to protect the kids. K for kid friendly, T for teen, M for mature and AO for adult just to name a few. Many video game stores, such as GameStop, forbid employees from selling M and AO rated games to people under seventeen and eighteen respectively. There are also sub-ratings. Some are as bad as "Blood and Gore" which means depictions of blood or the mutilation of body parts. There are many ratings to protect kids. They do work sometimes, but the ratings that are supposed to keep these violent games away from kids do not always work. The ratings prevent kids from buying the games themselves. The parents just buy the games for them. Many times the parents don't know what they are buying for their kids. The kids’ older brothers or sisters may just buy the games for them because they don't care what they see. If there is any uncertai...
The average person who plays video games regularly is thirty-three years old (Issitt). This topic is important because video games have been given an unfair stereotype. Video games have the stereotype of taking over the lives of teenagers and making them violent. However, the benefits of video games outweigh the negatives.
In the articles,” Educational Gaming is Catching on” by Milwaukee Journal Sentinel, and, “Game on! Video Games Could Be Good for You” by Chicago Tribune, they discuss the pros and cons of video games. In the first article, the author emphasizes that Games Learning Society (GLS) intentions is to take the traditional techniques of teaching science into other methods using video games. Some games teach about “biological systems, empathy, and literacy.” GLS’s hope is that games will be accessed by teachers, and work with their lesson plans.
Since the 1970 's the video gaming industry has expanded tremendously, from Atari with the famous game of Pong versus the PlayStation 4 with Call of Duty Advance Warfare, which in turn is countless generations of gaming. Video games are one of the largest entertainment franchises in the world and the fastest growing. This type of entertainment has conquered the movies and music industry by a landslide in present day. Numerous children in today 's society are introduced to the gaming world at such an early age, which makes this industry a powerhouse. Gaming has become so interactive in helping individuals be able to process situations that most people will never go through in their lives. Video gaming includes fitness plans and games to play that help children and adults being more active. In the American culture, parents think negatively about their children playing video games, but parents
Have you ever wondered if violent video games can cause aggression in children? Thousands of children all over the world engage in violent video games for a large amount of time during their day. According to ProCon.org 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. I will be using naturalistic and case study research methods to determine if violent video games cause aggression in children.
The second reason video games are an issue is that videogames have been linked to a variety of mental and physical ailments. The most common physical health problems tend to be arthritis from barely moving the fingers while using a keyboard or game controller, and a variety of eye problems due to constantly staring at the game screen. The most frequently occurring mental problems range from delusions to schizophrenia and becoming desensitized to violence. Keegan says that "repeated exposure to violent images can make people less sensitive to the effects of violence" (1). All of these ailments, both mental and physical, can and will occur in many people, but this statement only holds true if the player spends much of his or her free time playing video games. The essay “Violence and the Media: A Psychological Analysis,” shows how the number of hours spent watching a television program may be more influential than the nature of the program itself (Javier 4). While this statement refers ...
Tommy scuffles through the front door, drops his book bag on the floor and plops down on the couch with a scowl across his face. As his PlayStation fires to life, he replays scenes from the day in his head of being shoved into the lockers by Billy, unable to form the words to impress Sussie, and sitting alone at lunch listening to the popular kids laugh and joke, ignoring him as if he did not exist. No one understands him. No one cares about him, because he is not strong, charming, or popular. All that is soon avoided as Tommy dives into a world where he controls everything and everyone either fears or loves him. If he fails, all he must do is reset. Here he can be anything he wants, and he can do and have it all.
In 2013, the video game industry rose in sales. Software sales jumped twenty-eight percent from 2013 to 9.5 billion dollars. (Wagner 2) During this time, new games and consoles were being released, thus making more sales. According to the Entertainment Software Association, (ESA), an average of nine games were sold ever second. (Wagner 2) With statistics like that, its hard to imagine how much of those sales were bought by youth, or bought for youth. In fact, within these sales of video games, four of the five best selling games were violent shooter titles. (McGrath 3)
Thirty that is the average age of people who play video games in America according to the ESRB. Yet when people talk about video games as a bad thing the topic that always comes up is that video games are bad for children and is going to rot their brains. But if people looked just at the numbers it could be seen that if video games really did rot people’s brains there would be millions of average American’s that would not fit in with the average public in the slightest. Why does this not happen. Because Video games are not harmful because society still functions, video games are used for training and for teaching, and video games bring people together.
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how video games are affecting their children’s lifestyles.
"Video game play may provide learning, health, social benefits." American Psychological Association. February 2014, Vol 45, No. 2