The Virtual Punching Bag and How it Punches Back
Many users of videogames believe that by fulfilling their aggressive desires through violent video games is harmless, and favorable compared to releasing their aggression in the real world. However, empirical evidence consistently proves otherwise that using violent videogames as an outlet to achieve a cathartic effect is not only flawed, but counterproductive to the purpose. The malleable minds of the youth that so popularly consume this media easily absorb the negative behavior displayed in such media through observational learning and participation. Parents should be wary of the dangers of their children depending on violence to achieve a catharsis effect and help find another healthier alternative.
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However, as the world has evolved over time so has the media. No longer do people seek catharsis in plays, but in videogames. Video games were unimaginable in the time of Aristotle and incorporating this media into his hypothesis is flawed in many way. The factors of participating and not just spectating gives reason to why using video games as an cathartic outlet is invalid if not ineffective. Watching a play requires the viewer to not make any decisions on what happens they just simply spectate, however in video games such as GTA 5, a popular gang-violence action game, the player have the power to kill whoever, steal whatever or do whatever with no consequences. When given the option to do right or wrong the brain goes through many obstacles to fight what they know is right and wrong. So when the player is faced with a moral dilemma in a video game that asks them to do things that could result horrendous consequences in the real world it teaches the user to shut off this awareness of doing good into wreaking
Furthermore, is explores the difference between aggression and violence and the impact the role of the media, video games and violence have on children. It will critically evaluate these theories and discuss the impact they have on aggression and children in relation to Bandura’s findings. Social learning theory centres on one’s interaction within their environment. Bandura et al.
Additionally, it depends on whether the escapist is able to escape and return in a safe manner with the knowledge of his/her responsibilities in real life. It only becomes problematic if gamers continuously avoid the mundaneness, deny problems of daily life, cannot control their game playing activity, or confuse daily life with the games. It can be shown by the articles written by Steven Handel and Kollar which are contrasting each other; one focusing on the pros of escapism in video games and the other one focusing on the cons. The three articles emphasize the concept of escapism in video games and how it affects the life of an individual. Each paper cites incidents or examples on how video games could influence one's behavior and how it could be beneficial or non-beneficial to that person.
Today video and computer gaming have taken up a large portion of mainstream entertainment. The negative effects of video games on the basic population are deplorable. Many people, especially teenagers use this as an unhealthy escape from reality and in place of human interaction. Although, it is argued that these games may offer a positive impact on ones life skills, it is quite obvious that the increase of gaming brings acts of violence and antisocial behavior.
A study showed that the competitive nature of some video games increased violent behavior among teenagers and some adults. A follow up study almost
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.
A recent content analysis by the research organization Children Now shows that a majority of video games include violence and about half of the violent incidents would result in serious injuries or death in the "real" world. Claim1 Research involving British primary schoolchildren found that the length of time young people spend playing games, rather than their content, could have an effect on their behavior or school performance. But it concluded that fears that generations of young people are growing up with their development impaired by exposure to violent video games are no more likely to be borne out than previous “moral panics” over television and other media. Playing one-player games is not always negative if you do it moderately.
For many teenagers in our world today, playing video games may be a huge part of their daily lives. In contrast, many individuals think playing violent video games will not be safe for kids. However, research has shown that video games have solved some of science’s biggest problems. Teens could someday cure diseases. Also, kids who play violent games are being “exposed” to what war may be really like.
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.
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.
Studies have shown that video games actually help students become social. “70% of all gamers play with someone else on the internet. ”(Devnath). In addition to, children and/or adults who have stress may not have a productive outlet to help them become stress-free, but it has been proven that video games help relieve stress.
Besides being in the gaming community, recent games have added a feature in which one can actually chat or directly speak to other people, with this social interaction is not lost. In conclusion, video games are not perfect, but the advantages clearly outweigh the disadvantages. Even though many video games are considered violent and harsh, through the facts given, it can be concluded that they have positive effects. Video games can improve following instructions and problem solving.
It is an undeniable fact that the video game industry is growing rapidly and becoming a very popular form of entertainment. In fact, many people believe that it might even replace movies as the dominant industry in entertainment. Like movies and other mediums before it, video games have become the subject of many controversies. With the increasing realism of violent video games such as Grand Theft Auto and the news about mass shootings, many people have begun to link the two and are claiming that video games have the ability to cause violence in youths. This has led to people advocating for restrictions, regulations, and even bans on the sale of violent video games to children and teens.
Because OR firstly, video games improve a child's ability to follow instructions, especially because many games entail completion of tasks (Gentile et al, 2009). Besides, children improve their problem-solving capabilities because these games have tasks that require quick thinking and use of sound strategies to move from one level or quest to another. Lastly, gamers improve their multitasking capabilities, because many gamers have to juggle different patterns and connect them at the same time to complete tasks (Ryan et al, 2006). Despite these advantages, the weight of violent video games negative effects is alarming, especially because of its long-term effects such mental ill health and
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."