Game Over: The effects of Violent Video Games on Children
Seven hours. That is the amount of hours a day the average American child plays a video games (Anderson 354), and with technology advancing and games becoming more graphic, the concern over a violent game’s effect over a child’s development is growing. What does playing video games for seven hours do to a child’s development? Violent, role-playing video games adversely affects a child’s development and causes aggression in children and adolescents; these games desensitize players, reward hurt and destruction, and glorify dangerous weapons. For some clarification, violent video games are defined as any game where the objective is to cruelly hurt or kill another character.
…show more content…
In addition to desensitizing children, violent video games reward hurt and destruction. For example, the objective of the very popular Doom is to shoot as many of the game’s “demons” as possible. In the game, or any given game, the more hurt, the more points a player receives and the higher up in the levels they move. Children are particularly susceptible to this kind of reinforcement because of their age. In the same way a parent teaches their child with punishment when they have done something bad and rewards when they have done something bad. A video game operates on the same basic principal. This is the use of positive reinforcement, on a negative action. The “fighting solves everything” policy is continually emphasized at an age when children are still modeling after what they see around them. The games subconsciously enforce the belief that violence is good.
Video games promote dangerous weapons and make them seem exciting, as opposed to hazardous and life-threatening. The same way the media made smoking seem “cool,” violent video games make weapons seem “cool.” Near San Francisco, a young boy broke into his parent’s bedroom and took his father’s gun, and accidentally killed his friend (Levine 51-52). The idea that wielding a gun will make one “tough” is one that is repeatedly highlighted in video games today. Most
“According to data recently released by The NPD Group, in 2012, U.S. video game software sales reached $6.7 billion (174.8 million units) and computer game sales were $380 million (13.2 million units)” (Improving Economy). To many, the violent video game industry has turned all adolescents into mass murderers. However, they’re absolutely wrong. Very seldom do adolescents who play violent video games commit acts of violence, and the ones who do usually have a mental disorder. Instead of blaming the tragedies that occur on violent video games, the news media should explain to people that a large percentage of young males play violent video games, indicating that the two are uncorrelated. They should alternatively research other possible solutions to the crisis. In lieu of negatively affecting people’s lives, video games could potentially improve their lives!
Some say that video games give them a break from what is happening in their life, and others use video games as entertainment with friends. “It is just as likely that young people with primary, aggressive behavior or antisocial traits preferentially select to play violent video games for recreational purposes” (Porter & Starcevic, 2007). Many adolescents can see it as a way to get rid of their anger and frustration by being able to kill fictional characters. Along with this, studies have shown that with the amount of violence seen, teenagers are more accepting and tolerant of violent behavior (Nowak, Kremar, & Farrar, 2008). The more time that players spend on violent video games, there is a bigger chance that they are going to act violently when provoked. Not only do violent games contribute to the increase of violent actions, but also the profanity that the characters say can increase violent acts (Ivory & Kaestle, 2013). The make up of violent video games is causing aggressive behavior in teenagers, especially because they are the age group that spends the most time playing the games (Anderson, 2011). People are starting to realize what actions can be picked up by playing video games. The state of California tried to help stop the trend of teenagers being influenced by video games, but they were soon shot down.
The story line behind some violent video games includes games in which players earn points by carjacking taxis, scoring drugs from cursing thugs, and mowing down pedestrians.(see http://www.feedmag.com/vgs/duncan.html>) Some cartoonish tag lines in some sadistic video games include : -- "As easy as killing babies with axes" and "More fun than killing your neighbour's cats". This kind of themes definitely influence the players, especially the younger ones, and inflict violent tendencies on them. It is no wonder, that this killing mania in violent games was seen to seep out into the actual world when a high school junior opened fire in his school cafetaria in Littleton, Colorado, killing two of his classmates. The gunman was reported to be an ardent fan of Quake and Doom, some rather violent video games. More proof of the relationship between video games and violence is revealed by a study which clearly reveals how this kind of entertainment affects our lives. Greater details of the history of how high school students turned gunmen in Columbine High School are given, which shows that the effect of video games in their lives was a major source of influence in doing what they did best.
Since violent video games, like Mortal Kombat, were created, adolescents who play these games become more aggressive than before. To me, playing violent video games is unsafe for these people since they have the negative influence on these people. I believe that researching on that topic would help us get the sense of what problems to avoid. I wish to know what are the possible effects of violent video games on adolescents’ aggression. The independent variable is violent video games, and the dependent variable is adolescents’ aggression. My hypothesis is that adolescents who play violent video games become very aggressive than those who don’t. For this essay, I would like to present the findings from each article that will answer
Technology is an important aspect of change in our world. As time goes on, we are introduced to more and more technology every year, which includes media such as video games. The increase of technology has also increased and improved the world including ways of communicating and distribution of information. More often used outlets of media are those used for entertainment purposes, like television, internet and video games. The ones who are most likely to engage in these media outlets are millennials and the most recent generation Z, because they have been introduced to these outlets from a young age. In fact, a study found that children spend around 9 hours a week playing video games (Polman, de Castro, & van Aken, 2008). It is evident that video games are progressively becoming more violent in nature, and with children spending as much time as they do playing video games, there are questions that must be asked, is the violent nature of video games effecting today’s youth? And if so in what ways?
In their research of violent videogames and the effect on children, they have found that “the simplistic belief that exposure to media violence will lead directly to individual violence is clearly wrong.” (Kutner, Olsen, 2008) I am going to ask you to look deeper than this. I assert that although violent video games are thought to encourage real world violence, they actually help to prevent it.
“What happens if an intruder gets in the classroom?” or “ Will I ever be the intruder?” Violent Video games are dangerous to humans in so many ways. One way that Violent Video Games affects humans is how they wash away emotions and sympathy for other people. Even though the shooting and killing is in the video game, they also stimulate a violent behavior and can lead to violence later on. Studies have shown that many shooters (mass or single) or adults who seek violence, have played multiple, or even just one, violent video games. Violent video games affect the left and right side of the brain. Children who play violent video games
Researchers state that, “the most frequently cited mechanism by which the games can result in aggressive behavior is the social learning theory” (Sherry 413). The researchers go on to argue that since game players are rewarded for performing violent acts in the video games adolescents may transfer this to the outside world. Another mechanism researchers cite for the effects of violent video games is the general arousal method. This method says that the highly violent games provide the arousal that is necessary to become more aggressive (Sherry 413). These arguments are valid and open up the controversy on video game violence, which has been going on for years.
Today, you are most likely to see that the first item on a child's christmas list is any video console with violent video games included. For the most part, nobody actually pays attention to the harm they could be exposing their young kids to or maybe they do not notice until it is too late. Its irrational to think that a violent video game would not be able to psychologically and silently affect the mind of a young kid, as it is also causing the kid joy at the same time. But this irrational idea can be proven wrong through research about the effect that violent video games cause on young kids. This effect, that the research mentions, can negatively impact their lives at a young age. Research from different association state that violent games can increase the rate of kids fighting among their communities up to actually committing real crimes. Violent video games also affect the children's emotion toward certain topics such about crimes, fighting, and mass shootings. In certain, video games that portray women getting sexually or physically abuse, can also lead to them doing this certain actions as they grow older. The young kids start to lower their empathy and kindness toward family members, friends, and any person they interact with. Yes, every situation is different, but young children are still exposed to the danger that violent video games have, and their effect on the kids mind. Even though it all depends on the person and how deep they take the video games, but this
Video games have become a staple in the entertainment industry. Families coming from various backgrounds across the world own a video game system. Shooting games such as call of duty have become particularly popular amongst young teenagers. These types of games have led to a very popular debate. The question being do violent video games make children violent? Prosecutor Steven F. Gruel believes that they do cause children to become violent while defense attorney Patricia A. Millett argues that there is not enough evidence to prove this to be true.
Good Morning, everyone, i'm going to start off with a poll of who all plays video games in this class. A lot of you/ maybe not too many in this class play video games and/but, as of 2015, 42% of Americans played video games at least 3 hours a week, which is roughly 135 million of the total population. This proves that video games play a large role in our society. Today I’m going to be speaking about the psychological effects that video games have on youth, but in order to do that, I need to inform you of the evolution of violent video games, the effects of violent video games, and the positive effects of video games.
Findings supporting these claims also show that with an increase in violence comes other negative health risks such as an increased likelihood of substance abuse, sexual activity, and obesity(Denniston, Swahn, Feldman, and Romero). Media use, and subsequent exposure to violent content is extremely prevalent among 8 to 18 year old children who spend, on average, 7.4 hours a day using media or computers and 80% of teens have some type of gaming console(Denniston, Swahn, Feldman, and Romero) These claims and the amount of media children are exposed to were concerning enough that the American Academy of Pediatrics started making advisory statements about violent video games and media being health risks for children in 2001. (Hall, Day, and Hall) Since then the link between violent games and violent behavior in youths has been researched across many “population groups”(Denniston, Swahn, Feldman, and Romero). The second theory revolves around any positive effects that might be gained from playing these games (Hall, Day, and Hall). Stating that these may offer “safe” outlets for negative emotions and thusly allowing players to be more emotionally balanced. (Hall, Day, and Hall)
It is in fact true that most videogames are violent in nature or have violent elements. But whether or not they lead to players becoming violent is difficult to answer (Poole 2000; Berger 2002). In particular the concern lies mainly in the effects of these games on children as it is argued by psychologists and paediatrics that children are unable to differentiate between fiction and reality. In fact, by becoming regular players they become desensitised because it becomes so much a part of their lives (Jenkins 2006). The question therefore arises whether children should be allowed to play violent and sadistic games. Berger (2002) argues that although there is a significant difference between mediate violence, where the individual sees hundreds of killings, it has a different status from real violence, where the majority of us have never seen anyone get killed. Thus, the fact that violence in videogames is mediated gives it the status of ‘just’ play (see also Poole 2000).
“Life is a video game. No matter how good you get, you are always zapped in the end” (“Video Game Quotes” 1). Over time researchers, psychiatrists, and parents have often wondered how damaging violent video games can be to the youth in society. This is an important matter to people with children in their personal lives or work environment. These games have become a large risk factor for aggressive behavior in children. Researchers have been saying that video games do affect adults as well; however, they have even more effect on younger brains in early development. Video games have negative effects on childrens’ behavior. Some effects that video games have are reduced academic performance, aggression, obesity, and emotional disorder.
The graphics in games now make the game almost look as if it were real life. That has brought the video game industry a lot more players and part of those new gamers are young children. The issue is when a child is presented with a violent video game that has really good graphics the child has a better understanding of what is going on in that game. Because children can relate what is going in the video game to the real world, that leads children to believe that the actions being done in that video game are accepted in society. If the children believe that its right from them to do violent actions that they learned from the game there attitude starts becoming more aggressive. Anne Harding says “children who watch violence in the media can internalize the message that the world is a hostile place...”.