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The effect of video games on youth
Ban violent video games for and against
The effect of video games on youth
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Controversy surrounds almost every topic and has been around for centuries. Controversial topics usually involve different types of people that have two opposite points of view about a certain topic or idea. The widespread expansion of technology has allowed people all over the world to debate certain topics that they deem to have a correct understanding of. Unsurprisingly, the effect of video games on the human brain has been a controversy since video games were first released decades ago. Video games involve the use of body and mind, which causes the player to be "inside" of the game, and they can see the world through the eyes of the character of which they play. Some psychologists and other scientists suggest that violent video games can cause psychological disorders which can cause players to engage in violent behavior in real life. On the other hand, there have also been studies conducted that suggest violence in video games does not affect the brain in that kind of way. People from both sides of the viewpoint bring up good arguments that support their claim and really brings into question our understanding of video games and the impact they have on our brains. These scientists have conducted experiments over the last couple decades but still don't have an answer to what the underlying cause of children and young adults to be violent in real life as a result of playing violent video games, or if it does at all. Unfortunately, many of the people viewing this subject point the finger at others to see who is responsible for getting the children into violent video games. Some may blame the manufacturers for targetting children with their advertising of violent video games, and others may blame the parents for purchasing the... ... middle of paper ... ...mes+influence+aggressive+behaviour+kids+expert+warns/9812114/story.html>. Lejacq, Yannick. "'Call of Duty' maker gears up against 'violent video games' bill." NBCnews. NBC, 11 Sept. 2013. Web. 11 May 2014.. Rettner, Rachael. "Do Video Games Boost Aggression? Study adds fire to debate." Fox News. Fox, 25 Mar. 2014. Web. 11 May 2014. . "S. 134: Violent Content Research Act of 2013." 113th Congress. N.p.: n.p., 2013. GovTrack. Web. 11 May 2014.. Tobias, Greitemeyer, and Mugger Dirk. "Video Games Do Affect Social Outcomes." Sage Journals: n. pag. Sagepub. Web. 11 May 2014. .
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
Jayson, Sharon. “Video Games Tied to Aggression.” USA Today. USA Today, 1 March 2010. Web. 24 October 2011.
Nauret, Rick. “In new study, video games not tied to violence in youth”. psychcentral.com. 15 Nov 2013.
Scott, D. The Effect of Video Games on Feelings of Aggression. The Journal of Psychology. March 1995 v129 n2 p121-132.
Since the 1970 video games have become more popular than ever before. Generating 11.7 billions of dollars of sells every year or more, the video game industry is considered one of the largest industries in this century. However, video games have been a topic of controversy. With the sales of violent video games going up and the increased violence in schools and teenagers, video games are always to blame. Many people speculate that video games are the cause on why many teenagers have developed aggressive and violent behavior, are desensitize to violence, and the increase violence in schools and public places. In contradiction, video games have little or no fault in teenagers’ violent behavior and shouldn’t always be blamed.
middle of paper ... ... The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance. Journal of Adolescence, 27. http://www.sciencedirect.com
Scott, Derek. “The Effect of Video Games on Feelings of Aggression.” The Journal of Psychology 129.2
Jaslow, Ryan. "Violent Video Games Make Kids Aggressive, Study Suggests." CBSNews.com. N.p., 1 June 2011. Web. 13 Dec. 2013.s."
Video games have been a growing industry for about 30 years and has never been bigger. As a whole, the industry made around $66 billion last year, and is expected to make even more this coming year. Because of this growth, gamers have sought better graphics, better stories, and even more violence. Developers have satisfied this want with more M rated games that include heavier violence, stronger language, sexual themes, and intense blood and gore. Past acts and laws have been put in place to try and eliminate violence in video games. These laws have stiffled the industry's freedom of expression and caus...
First video games are not harmful to the public quite the contrary actually. Many video games encourage social behavior and team work whether that is the two player cooperative shooter game that two brothers play together working as a team inspiring positive feelings overriding the negative ones as stated in the study coauthored by David Ewoldsen. Or a family on game night all playing a game together and having a great time and bonding together because of the experience. And many games today don’t stop there at just play together and have fun. Many games promote teamwork skills through puzzles which can be solved together, or enemies that the players must work together to defeat. These positive social effects are not limited to one’s family but extend into online play, where one can converse and enjoy his time with others, creating entire
While many different case studies have been done all over the world, scientists have yet to prove that there is a direct correlation between violent video games and child aggression. Since the start of this quarter, this has been an issue that I have been doing extensive research on. Despite looking into several scholarly sources, I was surprised to see that many of my findings were pretty consistent with one another. For the mort part, what I found through my research was a bunch of statistics from case studies and the interpretation of those statistics from renowned scientists. In many cases, statistics and studies showed slight indications that violent video games have an effect on c...
Social scientists have been examining the effect that video games have on behavior. From the introduction of video games in the 1980s, there have been numerous research studies to this effect (Andersen & Taylor, 2008). The issue has become even more significant in the modern context because these video games have become bloodier and more realistic than ever before. Even though boys play these games more than girls in America, the consumption of video games has generally been high. Carey (2013) indicates that 32% of these gamers are below the age of 18. Therefore, it would be crucial to evaluate the effects that these video games have on the behavior of such children.
The day was April 20th, 1999. During an otherwise peaceful day at Columbine High in Columbine, CO, two seniors—Eric Harris and Dylan Klebold—finally committed an atrocious act. That act had been in the planning for a long time, perhaps even since Harris designed a website for popular, controversial, extremely violent video game Doom in 1996. The Columbine High School shooting is known as the deadliest high school shooting ever, with its death toll of twelve students and one teacher, as well as twenty-four people injured. But little known for some is the fact that the Columbine shooting was what kick started the nationwide controversy over violent video games. Harris, for one, was an avid player of Doom, and some believe that’s what caused him and Klebold to even think of murdering all the people who had, according to Harris’ diaries, simply ‘annoyed’ him. The fallout of this incident was massive, but one of the long-lasting effects has been the worry in people’s minds that there is a connection between video games and violent acts performed by teenagers. Those who do believe that may claim that before the digital age, violent acts—at least those performed by teenagers—were few and far between. (This is an obvious rumor, not a fact.) If that were the case, it’s understandable why some believe that games are causing more violence in today’s youth. Teachers are worried about the issue, as are parents and government officials, and teenagers and game producers are involved in it as well. The issue itself raises many questions: are teenagers so easily affected by images on a screen? Is the world merely a product of its pastimes? If video games really do cause increased aggression in youth, what are people supposed to do about it? Despit...
Video games first appeared in the early 1970's. It all started with a simple white ball bouncing back and fourth on the screen. In 1986, Nintendo introduced its first line of home video game consoles. With the Nintendo Entertainment System (NES) on the market, the home video gaming industry surged and immediately became popular among children. Since then, not only have video games increased in popularity, but there have been vast improvements in graphics, game play, and forms of gaming. Today, video games have become the preferred choice of entertainment among children and teenagers. Research done in 1998 has shown that kids who own video games spend an average of 90 minutes a day playing them. Clearly the video gaming industry is a profitable one. With the increasing competition between gaming companies, the advancement of technology and content of games began to change. One of the most significant and concerning changes in gaming is graphics. With the improvements in graphics the content of the game became more and more detailed and realistic. Visually violent actions can now be displayed on the screen. Images of blood, flying body parts, and gore have been integrated into every aspect of today's video games. Violence has always been a common factor in many games, but with the improvements in graphics and capabilities of gaming consoles, a growing number of people are becoming concerned about the effects on our children and society.
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to