What human being could be so cruel as to put another through such unimaginable pain? Simple, this human being, this psychopathic ninja is none other than little nine-year-old Johnny from across the street. Making things even easier, Johnny is doing all this harm from the comfort of his bedroom, controller in hand, playing his favorite Nintendo game, Mortal Kombat Trilogy. With such gruesome events such as these happening almost constantly in an ever-increasing number of homes across America, one has to wonder, how is this going to affect our children? We have PlayStations, GameBoys, Nintendo 64s, Sega Dreamcasts, PCs, and more.
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The purpose of this review is to explore the issue of whether or not parents should restrict the type of video game their children play and the amount of time their children play video games. Positive and Negative Aspects Clearly, there are several negative aspects to playing video games. Parents have little control over the types of games their children choose to play. Perhaps the only meaningful questions we can ask are "should they control the type of video game their child uses, e.g., traditional versus those with “proven therapeutic value?" (Parente, 1997).
With school shootings like Sandy Hook, Virginia Tech, and Columbine, many psychologists have asked the question ‘is elevated violence rates in media and the greater access to firearms and explosives one of the reasons why these tragedies happened?’ But, most importantly, how does this violence whether in media or the real world affect the children involved? Is the violence in media correlated to etiology of violent behavior in the child’s later life? In this paper, I will review the impact media violence has on child and adolescent development. While there are countless arguments on how video games and television create aggression in children, James E. Gardner (1991) suggested that video games can help therapists working with children. He suggests that the video games in ... ... middle of paper ... ...ild adjustment.
Boston: Beacon Press. Jenkins, H. & Squire, K. (2002): The Art of Contested Spaces. In King, L. (ed. ), Game On: The History and Culture of Videogames.
Retrieved October 1, 2004 from the World Wide Web: http://news.nationalgeographic.com/news/2003/05/0528_030528_videogames. html. Rosas, R., Nussbaum, M., Cumsille, P., Marinov, V., Correa, M., Flores, P., Grau, V., Lagos, F., Lopez, X., Lopez, V., Rodriguez, P. & Salinas, M. (2003). Beyond nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40.1, 71-94.
It’s my goal to try to set the record straight and do my part to end the debate once and for all. The media brought this debate to public attention after the Columbine school shooting ;when people were searching for some sort of reason behind the event they never latched onto the mistreatment of the two boys by their fellow students, but instead on the boys’ habits of playing games like Doom. This focus led to studies which were intended to discover how video games affected aggression; the problem was that the studies consistently had flaws. In 2000 Bartholow and Anderson did a study to test how violent games affect people and possible gender differences. In the study, subjects (22 men and 21 women) would play a video game (PGA Tournament Golf or Mortal Kombat) for ten minutes, then they would be given a test in which the subject would be exposed to loud noises of varying intensity from 60 decibels to 105 decibels.