We must monitoring and reminding each other to keep off this problem. As we know many of the top-selling video games have a lot of violence elements and harmful content, which have and can cause negative effects especially on young minds. The effects are depends on the way of a person depend on the video games and they maybe will give the effects of positive and also negative. This depends much of the age limit of the player who are play these games (Xue-min, 2009), (McCormick, 2001). In early ages of video games, they were used just for fun and entertainment and to reduce stress of daily life, but with passage of the time people got addicted to it, which generated in form of creating some bad habits, affects their families and social life as well.
With this in mind, violent video games do not make kids more aggressive. Lawmakers have tried to help control the distribution of violent video games to unintended audiences. Among children between the ages 12 and 17 in the United States, “97% of them play video games” (Scutti). Vicious video games have been blamed for school shootings, increases in bullying, violence towards women, desensitizing players to violence, rewards for simulating violence, and teaching children that violence is acceptable (Procon.org). On the contrary, the author of Procon.org reports that The Entertainment Software Rating Board established
As article 1 mentions, "Playing video games as a form of entertainment can help a child relax" (P. 3). On the other hand, opposers question the stress-reducing nature of video games. A major point they discuss is that "...games actually increase aggressive thoughts and behavior" (Article 2, P. 4). Many parents and older alduts are concerned that children may become more violent as they age when exposed to many of the popular violent video games out there. However, the reality is that "most youths fully understand the difference between fantasy and reality" (Article 1, P. 3).
Many people are arguing whether or not video games cause violence in teenagers and preteens who play games that depict violence. Recent studies and research shows that video games are not the reason teens act in violence or have quick tempers. For years, psychologists have believed that there was a correlation between violent video games and violence and anger in teens that play them. Seven members of the American Psychological Association (APA) were tasked with studying the psychological effect of playing violent video games. In the study, the psychologists determined that there was a negative correlation between violent video games and the psychological effects on the teens playing them.
There is a company that places ratings on video games known as the ESRB (entertainment software rating board). They review video games before they are published and grade them on their content. The ratings are RP (rating pending, for games that have not received a final rating yet. It is used for marketing purposes only and games with an RP rating may not be sold), EC (early childhood, usually learning games), E (everyone), E10+ (everyone age 10 and older), T (teen), M (mature), and AO (adults only). However, even though these ratings restrict who can purchase violent or inappropriate video games, there are people who want them to have an even more strict rating than they already have or even have them made illegal.
Over the years video games have been studied many of these tend to record the data of games bought and hours played. These days although, studies are being made for the violence included in these games. “In 2005, three scientists conducted a two year longitudinal study and indicated that exposure to firearm violence in video games doubled the likelihood of adolescents resorting to violence when faced with aggravating situations in real life. They also speculated that playing violent computer games might escalate adolescents’ aggression overall.” This quote explains the evidence obtained during these studies and shows the aggressive behavior playing violent games cause. Gaming companies have broken many records in the past of how many people buy and play their game a year and the number is steadily increasing.
Violent video games have been blamed for everything from bullying to school shootings. Critics of these video games believe they cause people to commit violent acts in real life. These critics, mainly comprised of parents and other responsible adults, don’t agree with what the video games portray. Others say the video games cause less violence and are an outlet for anger and stress. Although violent video games have violent actions in them, teenagers should be able to play violent video games because there isn’t enough evidence to prove they make teens more aggressive, it could prevent violence, and violent video games are a fun and relaxing way to relieve stress and anger.
He told reporters, “Sitting inside and staring at a screen won 't make it (someone’s problems) disappear” (Bresnahan and Worley). While playing these video games does not release as much dopamine as doing drugs, it can still become an addiction which damages people’s lives and has a very similar effect to doing drugs. No definition has been made for addiction today that is universally agreed upon. One key component to addiction, however, is when it begins to damage someone’s life. Around 8.5% of children who play video games in the United States are addicted to the games.
And still, after decades of research into the negative effects of video games, the result remains controversial (Vitelli, 2014) but is video game playing necessarily harmful? Now, multiple of reviews suggest that we need to look at the positive aspects of virtual games, as well as the negative. Granic, Lobel,& Engels (2013) agreed that in order to understand the impact of video games on children’s and adolescents’ development, a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. They summarized their research on the benefits of playing video games, focusing on four main domains: Cognitive, Motivational, Emotional, and Social benefits. With the aim of providing strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health
More ways of playing violent video games are created each year, but most of us have this question in mind. Do violent video games influence young people to act aggressively? I play violent video games online and I am 16 years old. Overplaying video games can have many disastrous effects on teen limiting gameplay can have multiple positive effects.Overplaying can incite young players to act violently. Repetitive killing can train them to act aggressively.