Throughout history, video games have been evolving in a exceptional manner, people get amazed on how these games keep improving thanks to newer technology. However, this days video games tend to be called "evil" because supposedly they make children violent. Video games have the possibility of turning children violent, but the video games are not to be blamed. In fact, the parents would be the ones to be blamed. Now you must be asking why? This is because some parents become ignorant of several warnings the video game distributors make. Also, they buy games made for mature people in the stage of life where their kids are influenced by almost anything that surrounds them. There is something called Video Game Rating, which marks …show more content…
Almost all RPG games prove your critical thinking skills by making you solve dungeons filled with puzzles, and also you need to develop a strategy to defeat an enemy that looks invincible, you can 't rely always on brute force. According to journalist and RPG gamer: "Role-playing games and their campaigns are problem after problem, all just barely solvable. As each event of your game unfolds, you’re forced to think on your feet and react. You develop some improvisation skill and feel a rush whenever your group finds a clever way to tackle a tough problem." A clear game that would serve as an example would be Dungeons and Dragons, that not only develops your critical thinking, but also develops your creativity. This is because a player of this RPG games, you create your own enemies, dungeons, rewards and game-play system. Also, researches made by Dr. Mark Griffiths of Nottingham Trent University, revealed that massively multiplayer online role-playing games (MMORPGs), which is another type of this category, " were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships". It was also …show more content…
An experiment led by Craig Anderson, director of the center for the study of violence at Iowa State University, found that violent video games may set up kids to react with more violence and hostility. Anderson executed the experiment with 3,034 children in the third, fourth, seventh, and eighth grades in Singapore. They asked them over the period of two years what were their video game habits and handed questionnaires designed to measure their violent tendencies. It was concluded that children who played several hours of violent video games per week, had increased violent tendencies. This was further proved by asking them if it was okay to hit a classmate when this one told him, to which the evaluated children answered with an affirmative answer. However, researcher Christopher Ferguson, chair of the psychology department at Stetson University, claims that there isnt enough strong evidence that violent video games increases violent tendencies in children. This is because various studies, including Craig Anderson 's study, ignore other several violence increasing factors, such as violence in the home, abuse, and mental illness. Video games can be considered as a double-edged sword, and players can be considered as the wielders. If the sword is wielded by a well trained wielder and used with responsibility, it
A it was a result by event A (401). Video games nowadays are all about violence, mature content, and suggestive themes. In “Is video game violence bad,” written by Christopher Ferguson, the author proposes there is no correlation between violent video games and
5 Video games are not nefarious the issue of whether or not violence in video games affects our youth has been an issue since video games were created. But, simulated violence does not create real world violence, because most people have common sense, shares no direct connection to real world violence, and relieves stress rather than increase it. To begin with, simulated violence does not cause real world violence, as most people have enough common sense to know harming people physically is not okay.
In his article “Shooting in the Dark,” Benedict Carey argues that video games depict explicit or violent content stimulate aggressive behavior within gamers. He argues that video games like Mortal Kombat, Call of Duty, and Battlefield 3 increase aggressive urges and that exposure to these games leads to real-world hostilities. He mentions incidents like the young men who opened fire at Columbine High School and at the movie theater in Aurora, Colorado—video gamers who seemed to be acting out some “dark digital fantasy”—to uphold his position. He believes a dose of violent video games can cause people to act “more rudely” than they would otherwise. Although he describes how violent video games may stimulate aggressive or hostile behavior, Carey’s argument can be challenged because there are other factors that can influence individuals to act violent and hostile.
I’m a strong believer that young children should be limited from engaging in violent video games. It’s scientifically proven that the portion of the brain that controls judgment is not fully developed until a person’s mid-20’s, leaving young children, and even teenagers, impressionable. Knowing this, why would a parent allow violent video games, such as Call of Duty or Grand Theft Auto, to fall into the hands of their children? They see and take part in virtual murders, crimes, and drug consumption and are easily brainwashed into thinking these behaviors are acceptable. At the very least, they are desensitized to the violent and illegal nature of these video games.
The video gaming creates so many problems in our society. Johnson’s points, “The worst that can be said is that they sanction, and even promote aggression and violent responses to conflict. But what can be said with much greater certainty is this: most computer games are a colossal waste of time” (17). Johnson’s describes that the video gaming and the technology create aggression and violent behaviors in the users, and most games are just a waste of time. To illustrate, my 8-year-old nephew loves video games.
This is an important question because youth violence is a public health issue in the United States. When doing experimental studies of violence in relation to violent video games, experimenters will typically use nonviolent games as a control group, that way if there is an increase in aggression
Romeo Vitelli, Ph.D., a psychologist in private practice in Toronto, Canada, cites “A new research study published in the journal Psychology of Media Culture takes a comprehensive look at different risk factors of violence, including playing video games. Whitney de Camp of Western Michigan University used data taken from the 2008 Delaware School Survey to assess violence risk in 6567 Grade Eight children. Students were asked about violent and pre-violent behaviour, i.e., “hit someone with the intention of hurting them,” “take some kind of weapon to school or to a school event,” and “carry a gun when you’re not in school.” “According to the study results, playing violent video games didn 't appear to be related to any of the violent behaviours that the researchers examined. For both males and females, the two factors most successful in predicting risk of hitting someone in the previous year were seeing or hearing violence at home and being high in sensation-seeking.”
“According to Patrick Kierkegaard, a PhD candidate at the School of Computer Science and Electronic Engineering at the University of Essex in England, early studies on violent games were biased. In other words, scientists had negative opinions about violent video games and that they designed their experiments to support their ideas” (Hile 14). Kierkegaard studies into the early research on the subject of violent video games, also announced strong data which supports his previous statement showing bias in research. “According to Kierkegaard, "violent crime, particularly among the young, has decreased dramatically since the early 1990s. " There were 1.36 million violent crimes in the United States in 2005 versus 1.42 million in 2004, "while video games have steadily increased in popularity and use” (HIle 14).
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.
What a great fun that I feel when I win a difficult video game, it is really exciting. It took me a very long period to forget the massage on the screen (GAME OVER ).But with the time I realized that Playing violent video games is no more likely to be damaging to young children’s behavior than those considered harmless, so that I choose some researches that can deal with case . More and more kids are playing video and computer games — especially ultra-violent ones that are top sellers. Research shows that children are also spending increasing amounts of time playing them: an average of 13 hours per week for boys and five hours for girls.
There are games that literally replicate and give people the ability to score points for doing the very same thing that these students are doing inside schools, where you get extra points for finishing someone off who’s lying there begins for their life.” ( 6) There are several ideas that say young people benefit from these violent video games “Surprisingly, playing video games can help our physical, mental, and emotional health.” It helps them to improve hand eye coordination and thinking ability. These benefits are not worth the risk of being influenced by violent video games. (7) All in all the research and officials say that violent video games affect how children, teenagers and young adults act.
Cognition, according to the Oxford dictionary is the “the mental action or process of acquiring knowledge and understanding through thought, experience, and the senses” (Cognition). Just like the definition explains, three researchers by the names of Adam Eichenbaum, Daphne Bavelier, and C. Shawn Green summarized: Recent research demonstrating long-lasting positive effects of video games on basic mental processes--such as perception, attention, memory, and decision-making. Most of the research involves effects of action video games—that is, games that require players to move rapidly, keep track of many items at once, hold a good deal of information in their mind at once, and make split-second decisions. Many of the abilities tapped by such games are precisely those that psychologists consider to be the basic building blocks of intelligence (Gray). It has been proven by many studies that video games have a positive impact on people.
Research shows that at least 83% of children in the US aged between 8-12 years are involved in video gaming once a month. This elevated number of video gaming has had its fair share of effects on its consumers. For instance, video games have positively influenced children to work together in completing various tasks, and often improve a child’s thinking capacity, especially through solving puzzles (Anderson et al, 2007). However, the contentious issue has been the effects of violent games on children, which are often negative to their well-being. In short, violent video games increase the aggressiveness of a child, and may eventually cause mental ill health.
Some researches admit that violent games may cause adolescents to become tremendous. Studies showed that video games increase psychological awakening, it could also increase aggressive behavior, emotions and thoughts and finally let teenagers lose the sense of helping others. All these effects will be carried by aggressive young people. It’s true that video games are violent, but aggressive adolescents are more likely to be more attracted to it. Some games reward players for doing violent actions, so this will affect them negatively, letting them think that violence is normal.
But everything is not absolutely right or wrong. The violent video game also has the good effect. By playing violent video games, it can provide opportunities for children to explore virtually the consequences of violent actions and to develop their moral compasses. According to a study, “The Next Level of Research on Electronic Play: Potential Benefits and Contextual Influences for Children and Adolescents”, by Dorothy Salonius-Pasternak and Holly Gelfond , Violent video game can simulate the moral issue such as “war”, “violence”, and “death” without real world consequence. A researcher at the Harvard Medical School Center for Mental Health and Media wrote about her research: “Many war-themed video games allow or require players to take the roles of soldiers from different sides of a conflict, perhaps making players more aware of the costs of war."