Essay about Video Games And Its Effects On Youth

Essay about Video Games And Its Effects On Youth

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Video gaming has become popular among people of all ages, many spend large amounts of time playing video games. Although playing video games have some positive aspects beginning with creativity and problem solving that is not seen by non-gamers. Gaming should be closely monitored in today 's youth by their parents as gaming represents a variety of social anxieties about youth violence and the inability for adults to control what young people do and know mostly in white middle class families. According to Will Write author of the article “Dream Machine” Video games contribute to youth learning in a totally new way and treat the world as a place for creation and not consumption. Violent video games such as Call of Duty, Grand Theft Auto and Doom create the idea and spark curiosity in youth in attempting to recreate these scenes to real life prompting such violence and vandalism in today 's society.
The United States Military incorporate the use of video games to their training programs to kill enemies, according to Karen Sternheimer author of the article “Do Video Games Kill?” David Grossman a former Military Lieutenant claimed that video games are “killing simulators” and serve as an equivalent to Military training. Overplaying of video games can incite players to act violently and the repetitiveness of killing can cause them to act out much more aggressively. Video games can create the image that killing is fun and calls for reward for aggressive behavior. Closely monitoring the use of these violent games can prevent youth from becoming anti-social becoming obese ultimately becoming less of a normal thing to them and it becoming less of an additive behavior.
Video games were created as a form of entertainment, the intent was ...


... middle of paper ...


...gative effects such as obesity, lack of social skills, addiction, aggressive and violent behavior, sleep deprivation increase of possibility of hurting others, confusion between reality and fantasy, decline in academic achievement, and picking up bad language. Taking good care of monitoring the types of games, making sure they are age appropriate and help develop different positive functions of the brain without making the player dependant upon a virtual experience, limiting the amount of negative and help decrease violence today.












Works Cited
Ackley, Katherine Anne, ed. Perspectives on Contemporary Issues: Reading Across the Disciplines. 7th ed. Stamford: Cengage Learning, 2015. Print.
Reeve, Philip. “ The Worst is Yet to Come.” Ackley 225-228.
Sternheimer, Karen. “ Do Video Games Kill?” Ackley 214-220.
Wright, Will. “ Dream Machines.” Ackley 211-213.

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