Violent video games can change children’s actions. In the article entitled “Can Playing Video Games be Harmful to Your Kids “ Manshacter said, “According to a 2008 Harns Interactive Poll, 23% of kids admitted the actually felt addicted to playing video games.”(P).After playing video games kids could get addicted of playing these video games. She also says, “He may follow what is called the “game mentally”….your child hears negative comments online between gamers or about the game itself then your child is more likely to change the way he feels”(pg28) Hearing negative things online can affect how they react to verbal offensives. As a result video games affects the way children feel or act after playing. Bad Social Life can be caused by Video Games Users become le... ... middle of paper ... ...learly, video games are associated with problems you get after playing for a long period of time.
In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both t... ... middle of paper ... ...video games. This study has provided evidence that video games could potentially be used as therapy for patients with mental disorders including schizophrenia, post traumatic stress disorder, and Alzheimer’s disease. Dyslexia has also been pinpointed in a study done by Italian Researchers and the Univeristy of Padua to show signs of reversal after the patient engaged in certain games for a period of time. These studies showed it helped kids increase attention span, a skill crucial to reading.
Similarly, an opposing research on intense hostile manners further reported that, video game lapses might not advance the actual extreme capital offenses. Besides, scarcity of reliable intelligence to verify the aggressive impacts of video games has definitely, been identified among other obstacles facing the gaming industry. Video game controversy However, varying core aspects of video games have ignited the prevailing collective interests, including the intent of lawmakers. Conversely, the core purposes of video games is perceived to instigate differing implications ranging from; formulating competent scholarly video plays to act as tutoring, as well as inspiring models in intellectual environs. As noted by Ferguson & Rueda (2010), this might also make aggressive gaming progressively more insecure when contrasted to the scary television scenes.
Most of the information found on the internet and in publications is starting to take a turn for the positive due to the change in programming and game designs. In this paper we will discuss both sides of this issue with the intent of improving the knowledge of each person’s perspective and shedding some light on a topic that is still in its infancy with regard to research. First we will discuss the many negative aspects of playing video games. According to several doctors, negative effects could include, but are not limited to: violence, failing school performance, lead to attention problems, or video game addiction (Prot, McDonald, Anderson, & Gentile, 2012, p.648). Violent games such as the “Grand Theft Auto” and “Ghost Recon” series give rewards for the most violence achieved in the game.
Internet gaming addiction: current perspectives. Psychology Research & Behavior Management, 6125-137. doi:10.2147/PRBM.S39476 Kuss, D. J., Griffiths, M. D., & Binder, J. F. Internet addiction in students: Prevalence and risk factors. Computers in Human Behavior, 959-966. Retrieved April 2, 2014, from http://www.elsevier.com Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the Internet and Online Gaming.
Jack Flanagan, the author of “Violent Video Games Promote Antisocial behaviors” discusses how video games correlate with everything we do which leads to his case that “video games mean trouble.” He contends, “Violent video games are linked to real-world violence, and we should stop pretending otherwise.” Flanagan adds, “Sitting at your console, it might be hard to believe that what you do next might actually impact who you become in the real world.” Most children and adolescents appreciate and crave praise for things they do. Most games give a sense of satisfaction and easy success. Players say things like “Good shot!” and talk about the numbers in a kill streak. Praise and repetition can be a harmful combination because the more praise a player receives for a certain behavior, the more likely the behavior will be repeated. This cycle of praise and success may lead into a gaming Additionally, and even more disturbing, researchers are discovering that violent video games can be desensitizing toward real violence.
The relationship between violent computer games and aggression has been put into heated discussions in recent years. Scholars suggest that vicious electronic games can have a negative influence on teenagers (Sageng, Fossheim & Larsen, 2012). These visual entertainments may lead to gun violence and associated with other crimes such as robberies and murders. Researchers who disagree with this statement explain the irrelevance of video games leading to belligerent action. For example, academics like Jayakanthan (2002) counter-argue that computer games have a positive impact on motivating the learners.
While assessing the efficacy of violent video game ratings, it is unknown how effective these ratings are for the intended audience (Becker-Olsen & Norberg, 2010). The purpose of this paper is to present a literature review on existing articles relating to the possibility of violent video games promoting aggressive behavior. The hypothesis set forth was that people who played non-violent video games displayed more Prosocial behavior versus those who played violent video games displayed more antisocial and aggressive behavior. A search was conducted on regular search engines on the internet, and on EBSCOhost using the title “can violent video games promote aggressive behavior.” The research articles presented are obtained from five case studies each focusing on different measures that were obtained, methods used, the participants involved, the designs of the study, and the results of the studies. Measures Demonstrating Viole... ... middle of paper ... .... DOI: 10.1080/10888690903288748.
There is a debate whether video games cause people to be violent, especially in adolescents. There has been much research done to come to a conclusion to this question. Not only did Armadi Tansal write an essay to help answer this question, but there has been an online debate about it also. These two pieces of writing may differ in many ways, such as purpose, audience, style, language, appeals, and credibility, but they both help to justify if videos games cause violence. Analyzing Different Genres Personal Essay Armadi Tansal wrote an essay titled, “Modern Warfare: Video Games’ Links to Real-World Violence.” This essay can be found in the textbook “Writing: A Guide for College and Beyond” (Tansal, p. 342).
In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame