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effects of video games on children
effects of video games on children
violent video games and their effects
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In 1996, The National Television Violence Study determined that seventy-three percent of violent video games were used to help reward violence as way to handle conflict. According to a new study by Iowa State University researchers, Teens who repeatedly play violent video games are learning aggressive thought patterns that will stick with them throughout life and influence behaviors as they grow older. If this true, then we as a society are in big trouble when it comes to us teens and video games. So is this true, do violent video games really lead to teens acting more aggressive or have more aggressive behavior? Can it make a teenager want to physically hurts themselves? Can it make them want to hurt someone else? Can it even make them want to kill someone? The video game controversies are deeper than I could have ever image. I have two brothers at home with me, one of them is fourteen, the other one will be turning thirteen in two weeks, The other day I was sitting in my room listening to music and I was playing NBA 2k14 on PlayStation 3. My brothers were in the front room playing the Xbox 360 on the big screen TV. After a while I started hearing them both start screaming at each other using profanity and other harsh words. I got up to see what was going on and before you know it, the two were in a physical altercation with each other. I broke up the fight and sat them both down and asked what happened. Come to find out, the whole argument was over a video game they were playing called WWE 2014. Now even though the game is not rated M (for Mature), it is an extremely violent game that alternates my brothers’ attitudes whenever they play it. The weirdest part about all of this is that they fight over the video games all the t... ... middle of paper ... ...s just restart the game. . I now know that I’m am not only teen that acts out aggressively when it comes to playing video games. The competitive nature comes out in the video game. I mean nobody wants to lose, especially when you are playing the CPU, or online. At this point, If I see somebody having issues with the video game and it seems like it can’t be controlled, I will have to tell somebody so they can get help. It has been so many episodes with teens killing people, even their own parents, over a video game. Yes, video games should generate some type of competitive spirit, but when you start bringing your problems with the video game into the real world, you are going to have problems. This topic had an impact on me because it really shows me how we teens act when it comes to video games. I believe the video game controversies will continue to go on forever.
Now a day every video game has something violent going on. Such as in 2010 the top 20 games out in the market were violent related. When a kid sees in a video game that he can beat someone else up and get away with it they think they can do that in real life. This will increase bullying and kids are being taught not to bully. Every kid plays video games even if it’s a racing game or a shooting game. In 2008, 97% of kids from the age of 12-17 played video games. Most M rated games have sexual violence and when a kid sees that in a game and then beats the girl up. The crime rate for rape will increase as it has. A study in 2009 found that it only takes a child four minutes of playing a game to make him have aggressive and violent thoughts going through his head. The critics of violent video game has that bully has increase 32% because of violent video games. Also in the study when a child sees blood when beating up or killing someone in a game he will have more aggressive thoughts than normal.
In this day and age it seems as if America's youth is becoming more violent. Concern for those aspects in our society which influence violent acts has become an issue since the tragedy at Columbine High School on April 20, 1999. Many feel one aspect of today's society affecting our nation's youth in a negative manner is video games. Is this form of entertainment really a factor in teen violence? I think not. Video games are not to blame for increased teen violence.
Video games are one of the most addictive things in the world. Researchers said that more than 1.2 billion people are playing games worldwide whatever genre is. Many people buy it to have fun with friends, other people buy it for themselves, and others just buy it because they don’t have nothing to do at home. What many people concern about is whether or not kids should play video games. In my opinion, I believe that video games can make kids more violent for three main factors.
Violent video games are undoubtedly a legalized drug to children and teens, numbing their thoughts and reprogramming their minds. Like a drug, it desensitizes them, and makes them more prone to violence. This idea of violent video games was not a phenomenon until the later 20th century, and evolved from racing into enemies, to free-for-all drug abuse and sexual/physical violence that most youth know and play today. These games have a detrimental impact on teens, making them eat more, become more aggressive, and wash away their morality. Although some may try to argue with reality, countering that its helps them socially, similar to the idea of teens taking drugs, violent video games reduce their overall health and need to be taken care of.
It's a surprising fact that 90 percent of young boys and 40 percent of young girls play video games on a regular basis. The real question is how many of those young people play violent video games, and of those, how many have become more violent as a result? Although some people don't believe that violent video games are harmful to young boys and girls, they are harmful because they cause more aggressive behavior and they desensitize.
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. Alternatively, the invention of modern ultraviolent film games over the 1990s, as well...
Video games, with violent content, do not cause violent behavior. However, in the case of an individual experiencing, violent, disruptive, and dangerous behaviors, video games may contribute to an outburst of violence.
As we hear about shooting sprees at local high schools, people immediately begin to lay blame for the event on the video gaming industry. Critics then use these events to raise their voices against the violence that is portrayed in many of the popular video games. Critics proceed to try to ban the sale of these video games without having any real proof of their accusations. Video games do not contribute to youth violence because there is an excellent rating system in place, the simulated violence provides an outlet for aggression, and the research that critics use is flawed.
Lately there have been increasing amounts of people that say that violent video games are causing a number violent actions. To some extent this is true, but there are also studies that say games help people release their aggression in an appropriate way. I would tend to agree with the later.
By: Paul Adachi and Teena Willoughby the article talks about how violent video are influencing people in general and causing them to become influenced by the video game creating conflict to society. In this study, the article did not say how many participants there were, but there were two different groups. One group will play violent video games and the second group will play nonviolent video games. The point this study as mentioned before is to see if video games cause aggression to children, adolescence and even adults. For example, thirty-one percent of adolescents play video every day and another twenty-one percent plays games for about five days a week. What is most concerning is the fact that almost half of the population plays violent, plus five out of ten play violent video games (Adachi, Willoughby, 2011). Both the articles that are mention both have a connection to the perspective theory of conflict and symbolic interactionism when being exposed to video games it causes a major conflict with others around them. Another example was the columbine shooting the shooters were teen boys and had been exposed to video games giving them that opportunity to learn on what they are play. By playing video games it cause danger to society and become highly aggressive (Adachi, Willoughby, 2011). Both articles talk about how video games are a negative influence and how it is being affected in
“On Tuesday, November 2, while the rest of the country was voting, the Supreme Court of the United States heard oral arguments in Schwarzenegger v. EMA, the landmark case in which the state of California is petitioning for the re-instatement of a California law banning the sale of deviant or morbid violent video games to minors” (Macris). This case is a current example of the opponents of video games trying to prove video games are a bad influence on children and teenagers. Violent video game opponents have always tried to disprove the positive effects of video games. They also have been known to make up and mislead with tales of terrible side effects. This essay will prove to the reader that many of these various statements against video games and their creators are false. Contrary to opposition arguments, video games actually present benefits to gamers by reducing stress, providing entertainment, and helping to develop motivation that could not otherwise be achieved through conventional means.
Violent video games increase aggressive behaviour in children. Studies involving around 3000 participants found that aggression has a direct relation with violent video games. Certainly, this effect of violent video games on aggression is as strong as the effect of condom use on risk of HIV infection; furthermore, they found that violent video games increase aggressions in both genders in children and adults in experimental and non-experimental studies (Anderson & Bushman 2001, pp. 353-359). Another study says that violent video games lead children to commit felonies. Craig Anderson of Iowa state university in Ames and his colleague Karen Dill found that people who play violent games are more likely to perpetrate assaults and robberies (Muir 2004, p.26A). Another study was published in the Journal of Adolescence by Barbara Krahe and her ...
The study includes a group of students playing first person shooting games and measuring their aggression after playing the game (Keim, 2013). According to Brad Bushman, a psychologist at Ohio State University “We did a comprehensive review of every experimental study, reviewing 381 effects from studies involving 130,000 people, and results show that playing violent video games increases aggressive thoughts, angry feelings, and physiological arousal.” Although the results didn’t clarify if anger and aggression carries into their everyday life, imagine those who play on an everyday basis for hours at a time. Another physiologist Teena Willoughby, from Brook University did a study on 1,492 kids from ages ranging from 8 to 19. The study showed that the ones who played the violent games for a long time, their aggressive behavior increased (Etchells, 2013). To get more of a deeper understanding on if this theory is true the Youth Violence and Juvenile Justice examined 227 juvenile offenders in Pennsylvania. The investigation showed the level of video game exposer of the criminals. Those who frequently played violent games were associated with violent acts such as gang fighting, hitting their parent, or attacking another person (ISU,
Several studies display that video games with violent content are related to more hostile behavior in teens. This is a concern because most of the popular video games contain violence. Part of the upsurge in aggressive behavior is connected to the amount of time children are permitted
The question is, “Do violent video games influence children to act aggressively?” and “Can repetitive killing train a person to be violent himself?” Although the violence in these video games is fictional, research has proven the violence to lead to more aggressive behavior in children. Violent acts depicted in these games allow young children to believe that killing and fighting is acceptable and fun.