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violent video games negative effects
the damage of violent video games to child
how violence in the media affects children
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Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...
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...onditions that ensure an adequate counterbalance increasing consumption in some cases, end up having a negative effect on children. Children learn best through demonstration followed by imitation, with rewards for doing things the right way. While not all are affected the same way, it can be said that, in general, violence in the media affects attitudes, values and behaviors of users. You run the risk that children end up understanding that it is reasonably practicable to resort to violence. The fear is that the models of aggressive behavior can be considered suitable. Thus, in an investigation, a good proportion of children (third) defined as normal acts of violence they had seen him mightily little. It is not; here is a risk of direct imitation, but rather a change in terms of reference: where extreme violence appears to be normal any more light may seem harmless.
Video games are widely popular as a form of entertainment for young children and teenagers in the United States, and many of these games contain forms of violence. Because this causes exposure to such graphic images for many children, there has been a concern that these violent forms of entertainment affect these children. Numerous studies conducted by groups of psychologists have been directed on this particular issue, leading to evidence both for and against this claim. This is an issue which parents should acknowledge, as it greatly impacts their children. Therefore, parents must become aware of the issue of violence in video games and monitor their children’s access to such games because history as well as numerous studies and statistics to have shown that they have negative effects on children, causing desensitization due to the exposure to such intense images.
Many People have put their attention directly on the influence violent video games have on the bad behavior of children. People believe videogames intensify aggression in children, while others say it can be a safe getaway for a child to express his aggression. Many opinions on this issue are stated still today, and they remain divided amongst the people who claim videogames to be a cause of aggression and those who claim otherwise. A child’s behavior can not be determined by violent video games, but instead is caused by a variety of environmental and domestic factors. It is easy to blame video games on violence, instead of looking at factors such as economic status, familial issues, and exposure to other entities such as television and media. This paper will bring forward the opinions of those who believe in no relationship between violent video games and bad behavior with one counter argument expressing the opinion of those who believe there is a relationship.
Since the 1970 video games have become more popular than ever before. Generating 11.7 billions of dollars of sells every year or more, the video game industry is considered one of the largest industries in this century. However, video games have been a topic of controversy. With the sales of violent video games going up and the increased violence in schools and teenagers, video games are always to blame. Many people speculate that video games are the cause on why many teenagers have developed aggressive and violent behavior, are desensitize to violence, and the increase violence in schools and public places. In contradiction, video games have little or no fault in teenagers’ violent behavior and shouldn’t always be blamed.
One of the fastest growing sectors in the United States economy, with sales over six billion dollars in 2012 is the video gaming industry ("Games: Improving the Economy’). Technical innovation has given the video industry power to create exciting realistic worlds, turning video games into the vast entertainment business that it is today. Setting sales records, Violent Video Games (VVG) are now a common staple in many households. One of the most argued topics in media studies, investigation on the impact violence has on society from mass media continues to rage on. Parents look to the media for reliable studies to confirm or distinguish the effects VVG has on children. Even more menacing than violence on television or in movie theaters, VVG have created enticing graphic worlds created to slaughter fellow players. Modern video games allow players to take an active role within the game. Enticing players to engage in realistic assault scenes that are meant to be entertaining. Worthy playing is then rewarded with: trophies, bonus points and extra lives.
In conclusion, Compare to other media, such as movie and novel, violent video game has more impact on people because of its involvement, realism, players’ motivation, and the desensitization effect it can cause to human’s mind. There are some arguments that violent video games can increase visuospatial ability and social, and can also be used in education, however, these advantages of video games cannot reduce the influence of violent video games.
Most of the time violence is considered as the worst when it comes to the bad effects of video games. A scientific survey (Anderson & Bushman, 2001) has found a connection between aggressive behaviors and playing violent games where more the children play violent games, more tend be aggressive in behavior. Not only that but also they are more likely to have aggressive feelings and thoughts plus diminished aiding. It is said that the impact of playing violent games in children is compounded by the intuitive/interactive nature of the games. Children are remunerated for being more vicious or violent, most of the time in many games. The demonstration of violence is carried out over and again and the player is in control of the violence who encounters the brutality such as killing/stabbing in his own eyes. This first-hand experience in violence, being rewarded for it and the iteration of this process are compelling conditions for learning and developing violent behavior.
In our society we have many issues that plague our youth. Problems such as substance abuse, teenage pregnancy, and verbal bullying are just a few of the issues. There is one issue that has been on the rise for many years, and is relatively new to the world; and that is violence due to exposure to violent video games. Research done by a panel of scientists led by Professor Rowell Huesmann found “Unequivocal evidence that media violence increases the likelihood of aggressive and violent behavior in both immediate and long-term contexts” (qtd. in Anderson et al. 4). This research is very profound, but it does not state that a child will go to a school and shoot children because he played the game Call of Duty. While a child might not show major aggressive behavior because of violent video games, he will show minor increases in aggressive behavior because of the games he plays. These statistics are the same for adolescents as they are for children. Whether they realize it or not, everyone who plays a violent video game is effected in one way or another. Even though there is a rating system for games, that system is lacking in what they let younger children watch and do in these games. The question that must be asked is, “Why are these children being exposed to such violent content?”
The AAP suggest aggressive conduct, depression, sleep disturbances, fear, and desensitisation to violence are evident when children are exposed to violence through the media or video games. In agreeance with Bandura et al. findings, The AAP explain children are strongly influenced by the media through modelling and observing behaviours and aggressive behaviours are learned and imitated. Moreover, they argue children under the age of eight years old can not discriminate between fantasy and reality, which leaves them open to being extremely susceptible of adopting attitudes and behaviours portrayed in the media. Adding weight to their argument, The AAP discuss experimental studies that show after playing video games, children display significant decreases in social and helping conduct and an increase in aggressive and violent stimulation and retribution. As a result, The AAP strongly advocate that only child positive games and media content should be available rather than censorship. These findings are in line with Bandura et al. findings in that exposure to aggressive behaviour is imitated by children through social
Strasburger and Donnerstein are the author of the article, “The New Media of Violent Video Games: Yet Same Old Media Problems?” They are trying to prove that there is a negative result on children and young adults who play video games that are extremely violent, as well as watching violent television shows and violent movies. The authors also believe that children and young adults that are frequently engaged into video games that are really violent and television show as well as movies that are PG-13 or R rated are a result of the mass shooting in 1998 in Jonesboro, Arkansas and in 2012 there was also shooting in Aurora Colorado and Newtown, Connecticut. This has believed to have caused a major issue of media effects, especially violent video games on young people (Strasburger & Donnerstein, 2014).The aurthors, Strasburger and Donnerstein stated that most parents and guardians, including foster mothers in the United States of America thinks that it is a fact that because of extreme exposure to violent video games and television movies have cause children to be aggressive, hostile and having behavioral problems (Strasburger & Donnerstein, 2014). The authors also discussed issues on different major topics, for example, the devices for the confinement of hostile behaviors and attitudes in violent video games, such as hostile virtual reality and continuous violent actions.
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
When television was first invented in 1929, it became a very big event in the United States and then in 1950, came the new hip thing we know today as video games it also became a great craze with the youth. These inventions have advanced so much since 1929 and 1950, while violence in the media has increased, causing more cases of aggression in children to become more present. In this paper, I will view two different positions on the issue of media violence and its affects on children. The first point of view is media violence causing aggression in children where most of these views come from parents and psychologists who believe the increase in violence in the media causes children to become more aggressive. The second point of view comes from
Exposure to media violence into an individuals game play correlates with individuals behaving aggressively or having aggressive thoughts. In other words, media violence is a direct cause for aggressive behaviors or thoughts. Media violence includes the internet, movies, explicit books, music/music videos, and video games along with many other forms. Most researchers believe violent movies and video games are the primary source of aggression because of how much violence in these sources of entertainment have increased over time. In order to prove this theory, a numerous amount of different studies were conducted ranging from the participants being children and adolescents.
Video games have become one of the world’s largest hobbies. Many choose to love them and others have quiet of an obsession. Since the 70’s, video games have become popular in entertainment and a fixture of 21st century childhood. The theme and idea expressed in popular video games is commonly violence. Many studies have issued that the violence used as entertainment in video games causes younger children to be more aggressive and violent. Violent video games act as a form of violence, but do not cause the violence to occur. Moreover, violent video games cause young children to be associated with a higher visuospatial cognition (visual perception), effects the brain development, along with media violence influencing a child to act violent and have aggressive behavior.
Video games have a large foothold in present American culture. Todays children and adolescence are immersed in a world of electronics and technology that is rapidly changing and evolving. A vast majority of video games contain a violence component. One could see that the exposure to violent video games can be correlated to increased aggression in adolescence but, it’s more complex then that. We live in a culture that has an insatiable appetite for destruction. From watching a action movie to watching news broadcasts of a disaster to riding a rollercoaster there is an evident thrill seeking component as well as a general fascination with anything that pertains to death and disaster. If a child or adolescent is not exposed to