The Effects Of Video Games On Children And Teen Demographic

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In today’s society, video games have played a huge part in the children and teen demographic. Revolutionizing the future, popular titles have implemented realistic values and experiences to players all around the world. As the quality of graphics improve and the plot thickens, so does the violence, gore, and bloodshed. Individuals who devote countless hours staring at the television screen trying to triumph the top high score and levels do not realize the amount damage and violent acts they are causing whether it is secluded in a virtual world or to their brains. Simulating unarmed fist fights, gun shootings, and war could lead to aggression and actual real-life violent conduct. Violent actions and behaviors in these titles could also desensitize players to real-life violence. Players are being rewarded for committing these acts in video games, giving incentives to players to raise their "kill-counts" or how many other players they can kill in a short period of time. The majority video games containing violence and bloodshed have been marked with age restrictions requiring individuals to be at least the ages 16 or 18 to get their hands on the latest titles, however that doesn’t stop underage juveniles and adolescents from easily acquiring access and obtaining these video games. Connecting to mass shootings such as Sandy Hook, Congress believes there are possible links to gun violence and video games. Young juveniles and adolescents being exposed to these violent acts, scenarios, and developments blur the lines between black and white, right and wrong, and abstract fantasy and reality. Popular titles containing violence and sexually explicit misconducts have rating systems to avoid minors from being exposed to these oversensitive ... ... middle of paper ... ...d for these actions are not benefiting individuals or even society in that matter. Exposure to violence at young ages could potentially lead to high aggression levels. Experiencing simulated military combat, murder, street crimes, or even a zombie apocalypse could lead to desensitizing real-world violence and conduct. While age restrictions prohibit underage minors from purchasing M-rated violent titles, there are ways juveniles can still obtain these video games. Arguments about replacing the rating system and its effectiveness is one critical point to prevent minors from being exposed these violent scenes and acts. Clouding the lines between black and white, the darkest acts and brightest innocence, there is still a grey area for these players that are still up for debate whether these virtual acts stay in-game or affect their real life experiences and encounters.

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