Since video games first emerged in the 1970s, they have evolved significantly in terms of context. Instead of classic, light-hearted games like 'Pac-Man' or 'Tetris', the newest trend in gaming is violence. Graphic games have become increasingly popular, causing a plethora of controversy to erupt in regards to how they may affect today's adolescent gamers and their mental well-being. Recent scientific studies have concluded that graphic video games do in fact, have a harmful effect on today's youths. For example, researchers have validated a strong correlation between those who play these games and elevated levels of aggression. It is very likely that these "murder simulators" have caused children to see violence as a norm, rather than an unacceptable and inappropriate behavior. These concerns, however, have not gone unseen. At a point in time, the state of California, with good reason, worked to put an end to the distribution of such video games. Steven F. Gruel was one in favor of this law, supporting the research that states gaming increases the likelihood of negative behaviors not only socially, but academically as well. On the other hand, there are counterarguments to this research. Patricia A. Millett, for example, claims that the conclusion of the opposition "is based on profoundly flawed research". In addition to this, Millett argues that there could be third variables in play that confound the research. Although Millett's arguments may seem valid to some, they
Video games and their impacts have been hotly debated for a number of years, particularly violent video games. Games such as Grand Theft Auto appear to promote everything from carjacking to randomly murdering an innocent bystander just because you can, sparking debate that seems to renew itself every time a new game is released in the series. The most general form of this argument simply asks if video games are good or bad for their players. On one side, there is the belief that video games, and particularly those that are violent, are bad, especially for children. On the other, it is believed that video games are relatively harmless in the long run, and potentially even beneficial. The importance
Video games have become very influential on children and adults (Stafford, 1999). With violent video games humans are more prone to act aggressively, to have aggressive thoughts and become numb towards violence (Harding, 2009). Apart from these they are
Video games are prevalent among impressionable children and teenagers. There has been a great deal of controversy surrounding the violent themes used in video games. Teenage shootings in schools have led society to question the relationship between video violence and criminal activity. After considerable research, expert opinions, and research findings, the American Psychological Association found that there is no link between gaming and criminal behavior (Casey). With this, the pursuit of video violent games continues to grow in our society. With games that show execution style murders, blood oozing from gunshot wounds, and victims moaning from wounds, it certainly is gratifying for the indulgent player. The ongoing concern about aggression and violence has once again been proven to be non-existent (Alert). My thoughts are that this cartoon like violence is appeals to the need for violence in an artificially designed environment. In this manner, violence is contained within the boundaries of fantasy. This is unlike “The Crucible” which occurs in with real people, events, and situations. Thus, directing violence in the realm of societal dysfunction that has endured with
Content analyses show that 89% of video games have some violent content. Half of the video games on the market have extreme violent actions toward other characters. Games, today, are allowing players to not only connect with the game physically, but also emotionally and psychologically. In essence, the player becomes the character. According to Nielson Media Research, at least 45 million households in the United States have at least one video game console (Markey & Charlotte, 2010). The average age of video game players has increased to age 34, and 60% of Americans play interactive games on a regular basis. However, researchers believe that younger children are more susceptible to the negative effects of playing violent video games compared to older teenagers and adults. Furthermore, games that include violence have raised serious concerns among
A significantly large portion of the video games created within the past 5 to 10 years contain some form of violence. On top of that, some of the most popular video games out in the market today are extremely violent and warrant an “M” rating for mature. Video game developers are well aware of this trend and continue to produce more graphic, interactive, and realistic content. Therefore, there is a concern that the vast amount of violence in video games is changing how youth develop and what they perceive as normal. Many researchers believe that there is a link between video games and increased aggression in the people who play them.
possibilities for movement in this space?" Video games contribute to the stimulation of the mind
It is agreeable that there are some correlation between teenagers playing video games and how it affects the youth mentally. Heavy consumption of violence video games does indeed stimulate a change reaction in the brain waves, but there is no hard evidence stating that those changes causes teenagers to act aggressively and violently. On the contrary, it is a popular beliefs that violence video games does indeed causes teenagers to displayed unpleasant behaviors and actions because that is what they learned and observed from the games. Therefore, parents should limit and regulate the amount of time their teenagers are playing violence video games so that they can protect their children from negative behaviors.
Video games have created controversy in the United States and around the globe since they first arrived. Some games depict acts of violence, such as gunfights, fistfights, and even show acts of terrorism. People say that these violent video games cause violent tendencies and put vicious thoughts in the heads of mass shooters, but the research shows otherwise. Experts have studied the effect of video games on violent thoughts in teens, and controversy surrounds the topic. However, upon analyzing the data, the information becomes clear. Video games do not cause violent tendencies and have no part in mass shootings.
The next issue that can be found, is he suggests that correlation found in studies equals causation. In the text, he states, “Several studies documented a negative relation between amount of time playing video games and school performance among children, adolescents, and college students.” (Gruel 2010). With this he correlates video games with doing poorly in schools. This is a
The relevance of violence in video games in the United States today is currently being discussed as a concerning topic in congress. Many people argue these video games influence individuals to commit crimes and lead to mass shootings. The arrival at a decision to ban the production and distribution of M-rated video games in America has come to a standstill. Research has proven that violence in video games has many positive and negative effects on the brain, but the severity of these effects does not compare to overall aspect of violence in video games. Ferguson admits “...there is not enough evidence to prove that violence in video games is directly related to aggressive behavior” (Ferguson, ). Because there is no proven evidence, congress is at a standstill on its decision to ban these video games until they are proven to have a negative influence on society. News media continues to persuade the masses about their opinion on the subject and most of the time their evidence is false or one-sided. The people deserve the truth about extreme video games and until research accurately proves the effects of these video games, people will believe the opinion of others. The evidence suggests that extreme video games involving violence offer players a form of catharsis, along with enhanced cognitive skills,
Video Games have come a long way since their first introduction into the main stream. With video games becoming more sophisticated and using advanced technology, it seems as if video games are closing in on the gap between games and reality. However, as video games become ever so life-like it brings up the question of if the violence associated with video games is having a negative consequence. There have been many accusations over the years over the harm video games are causing children and teenagers. Experiments have been conducted trying to associate a link between video games and aggressive behavior. Even the media has been known to point fingers at video games for the cause of children
Video gaming can cause many health problem, Death, Poor Performance and Preoccupations for people. Video game change the facts how people sees the world in a negative ways which can leads to health problem, Poor performance, Preoccupations and also death. Many teens are into gaming more than before which also increase the cause of problem and addiction. Teens treat gaming as a daily life activity that’s why it causes more negative effects on them than the one who only uses the game during free time. It’s start with playing video game sometime then leads to addictions and problem.
Video games and people who play them are usually spoken of in a negative connotation because of the stereotype’s surrounding them. This is understandable because most games that people think about when they hear “video game” are the kind that involves sitting for hours on end and involving very little movement. “Aren't they all overweight for lack of physical activity, plus a steady diet of power drinks and junk food?” (Danforth, Health through gaming, 2011). This common way of thinking about the topic of gaming has been burned into a majority of the public’s mind through the media. The media, however, does not cover the side of gaming that is admittedly more hidden from those who do not search for the facts. There is a surplus of video games that are not recognized to be healthy or they are not recognized as video games because they are healthy. Although it is generally disparaged by many, gaming is a convenient and viable way for people to strengthen their body and their brain because gaming provides physical activity, it is used for education in households and schools, and it keeps you mentally stable.
Firstly, there are negative effects of the violent video games to youths. Studies have shown that the violent video games have affected to youths. Consequently, the video games with violent content can lead youths to aggressive behaviour. Moreover, in studies, young people showed more aggressive idea in a post-test than those who played a nonviolent game. In addition, studies have found that young people who had played a violent virtual reality game showed symptoms of a higher heart rate, dizziness and nausea (Hughes, 2014). Likewise, the video games with violent content can also make them insensitive to violence. Studies have shown that young people who like playing first-person shooter style games are potentially to have a disconnect view from the society. Equally important, aggression is another specific sign of young people’s addiction to video games. Youths may show aggression when they lose their games (ARSHI, 2017).
Controversy about video games continue to escalate between parents and gamers, regarding the psychological effect of simulated, realistic, and 3D violence on the minds of young children and growing teenagers. Yet, research shows that video games contribute very little to today’s everyday violence, despite complaints and concerns that games influence a child’s normal behavior. Technology is a way of life in today’s world, computers are used by toddlers, adolescents, and adults alike. No matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. This includes videogames.