Video Games Have A Negative Effect On The Behavior Of Youth Essay

Video Games Have A Negative Effect On The Behavior Of Youth Essay

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The first video game arrived on the scene in the 1950’s. It began as a rather simplistic form of entertainment including games like “Tennis for Two” and “Ping Pong”. Fast forward 50 years later and current games advanced extremely beyond the basic oscilloscope. Developed animations have lifelike characteristics; some even mimic the movement of the player’s body. Video games have evolved and with evolution come many concerns about its sometimes violent and immoral contents. This presentation serves to educate whether video games have a negative effect on the behavior of youth. We will highlight both negative and positive aspects of the practice and use statistics to help you make an inform decisions when selecting games for loved ones.
The issue of video games and the potential aggravation of the character of youth is an ongoing argument. Video game violence has affected children and young adults both negatively and positively in recent years. Video games and their violence are often seen as responsible for desensitizing the consumers (Bartholow, Bushman, Sestir 2006), giving them a false sense of reality and incentives for aggressive and erratic behavior (Dietz, 1998). Contrarily, video and online gaming also seem to positively influence the youth using channels of release for negative energy and aggression, increasing social interaction locally and internationally and assisting in motor and perceptual skills.
Since the onset of video games, the scientific community reviewed its consequence on the behavior of children through laboratory and field experiments and correlation studies finding validating evidence to support both claims. As early as 1976 in a game named “Death Race”, the debate over video games and violence was act...


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...not rely upon the government or retailers alone to set regulations on the gaming industry and lie dormant expecting it to be the main answer to childhood aggression. The ones who have their child’s best social and psychological interests at heart are the parents. Buying their children non-violent and/or educational games promotes non-violent behavior and positive influences. Even if there are pre-existing conditions to the child 's aggressive nature after involvement with video games, discontinuing or lessening the exposure to aggressive influences balance out its impact on the behavior of the child. Without doubt, in order for our youth to interact productively with one another, we must interact productively with them. We must unify in efforts to provide safe, healthy interactive environments for them – even in the increasingly advanced virtual/technological world.

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