Video Game Stereotypes

902 Words4 Pages

games. The get out of the real world and into this new created world. Their minds walk off the reality of life and into a world that doesn’t exist; in a world that other people created where it is okay to kill people, okay to rebel against authorities and where it is okay to be violent and aggressive. In America video games are taking over the minds and lives of the youth. According to research “8.5% of them are addicted and the average 8-12 year old [child] plays 13 hours a week” (Metrics 2.0 qtd. in Dai & Fry). There are both educational video games and video games just for pleasure. When given the option most children will choose the pleasure games over the educational ones. Dai and Fry say, “what child is going to choose a game about …show more content…

Yes, they can do all these things but that is not really what they are getting out of these horrible games. The things that they are taking away from them are not the fact that they created something, its the fact that they killed everyone from the other team and won the game. This is their goal, they need to kill everyone else and win the game for themselves. Research shows that “Violent games have been found to be associated with aggressive outcomes, increases in hostility and aggressive cognitions” (Krcmar qtd. in Woodham). These children are encouraged to be violent resulting in that type of mindset in which they will be more likely to be violent in their everyday life, rather than how they were normally before they began playing these aggressive video games. Their minds slowly begin to change making them a more violent person, and also causing them to have more aggression in life. Studies show “students who had played a violent virtual reality game had a higher heart rate, reported more dizziness and nausea, and exhibited more aggressive thoughts in a posttest than those who had played a nonviolent game”(Cesarone qtd. in Dai &

Show More
Open Document