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Negative Essay: Do Video Games Hurt?

analytical Essay
1450 words
1450 words
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Do video games hurt Video games have become an integral part of peoples lives, including my own. With 91% of children in the United States between the ages of two and seventeen playing video games (Tobias 1)! It has become an even bigger industry than both film and music. Video games have changed considerably in the past, almost 40 years, one major change has been the exponential growth in graphical fidelity and realism. As games increased in content that some deemed unsuitable for children, this lead to the creation of the Entertainment Software Rating Board (ESRB) who 's job is to assign age and content ratings for video games and apps indicating the appropriate age. As games became more and more violent people wondered about the possible effects that these games might have on those that play them. In recent years violent games have been called out as one leading cause of adolescent violence and violent events, most notably school shootings involving teens. This has called for continued study on the effected aggression and social alterations video games could have on the players. Ward, Michael R’s article “Video Games and Adolescent Fighting” endeavored to find whether or not violent video games increased aggression. He also addresses if restricting the purchase these games would be the …show more content…

In this essay, the author

  • Explains that video games have become an integral part of people's lives, including their own. the entertainment software rating board (esrb) assigns age and content ratings for games and apps.
  • Explains that violent games have been called out as one leading cause of adolescent violence and violent events, most notably school shootings involving teens.
  • Analyzes ward's article "video games and adolescent fighting" to find whether or not violent video games increased aggression, and if restricting the purchase of these games would be the correct course of action.
  • Opines that violent video games are not a leading cause of aggressive behavior in teens and adolescents, but there can be improved cognitive effects through certain games.
  • Analyzes ward's article to analyze the effects of restricting video games further. ward shows the game sales over the past 11 years.
  • Opines that the media can make outlandish claims of the so-called obvious connection between games and those who play them and have violent tendencies.
  • Explains that nicholas l. carnagey and craig a. anderson conducted three experiments to see what effect the reward system of committing violent actions causes in the player.
  • Opines that it is possible that those with a predisposition to violence are more likely to seek out games with more violent content.
  • Analyzes greitemeyer's article "i am right, you are wrong: how biased assimilation increases the perceived gap between believers and skeptics of violent video game effects".
  • Explains that they see this happening often in their life, those who do not play video game or have not done their research telling them about the dangers of gaming.
  • Analyzes tear, morgan j., and mark nielsen's article, "failure to demonstrate that playing violent video games diminishes prosocial behavior."
  • Analyzes how carnagey, nicholas l., and craig a. anderson’s article are a good example that violent video games are not without their problems. the restriction on games now is easily sufficient to protect those who should not be playing them.
  • Opines that video games are responsible for mass shootings and increased aggression, but it is statistically insignificant, so further study is needed.

In that not only are violent video games not a leading cause of aggressive behavior in teens and adolescence, but there can be improved cognitive effects through certain games. Violent video games should not receive this level of blame. The effects it has on a subject is highly inconclusive in its study. Just as with anything that is good for you it can become harmful if it is not enjoyed in controlled moderation. Video games are not the villains they have been portrayed to be, while they can have negative effects it highly depends on the individual and their particular

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