On average, children under eighteen play about seven hours of video games every day. Two of the three top-selling video games in 2007 were Halo and Grand Theft Auto. These are both games whose descriptions include the words “blood,” “gore,” and “violence.” The violence in these games and the actions that the players take part in may be a harmful influence to the children and teenagers who play them. While playing video games, the players do not even realize that their emotions are flaring and that they are taking their character too seriously. Instead of keeping the character in the virtual reality, they are bringing the character’s traits to real life. When children are younger, they learn from what they see and hear. It might not seem like a big deal but they are learning certain characteristics from these games, especially violent ones, which can shape who they will become in the future. Parents need to be more cautious of the games they let their kids play and how the children spend their time. To the player, seven hours might not seem like a lot, but sitting in a dark room every day playing video games for that period of time has the potential to be dangerous to the player, mentally and physically. The amount of time children spend playing video games every day needs to decrease, especially the amount of time they are playing games in the violent video game category. Instead, parents should introduce children to games that are not rated “Mature” and that are more family
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
Everyone likes video games right? Well how do they actually affect you . My parents keep saying that videogames are bad for you. But I want to see for myself so I decided to do some research. I knew somethings about this topic I also like to play video games. I knew that there were different types of video games some more violent than others. Yet younger kids play the games that are made for older kids it has ratings placed on the game container. Its ratings are E for everyone 6 and up.E 10 for 10 and up T for teens for 13 and up M for mature 17 and up and AO is for strictly adults only. But kids that are 9 and 10 are playing games that are rated mature. In games like call of duty there is blood and lots of violence
In today’s society and in the past, children like and liked to play video games. They enjoy playing them, but does anyone know the damage that playing these games can cause? Not all of the effects of playing video games can be damaging to the child. Some of the effects of video games can be beneficial to the child in many ways. There are both positive and negative effects to children playing video games. To limit the child, parents can control the amount of time and decide on what the child can and can not play on the game system.
Video games are a controversial issue among both parents and children across the world. Many parents are concerned that playing video games for excessive amounts of time can damage their children’s brains and increase their violent tendencies. Many scientists have conducted studies on this issue and depending on the area of the brain that is being studied, the results can vary greatly.
The popularity of video-games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relationship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than a movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. Also, to determine other factors apart from video games that contribute to anti-social behavior in young people and children, and to identify countermeasures that can be put in place so that video games cannot affect young people negatively. Many teenagers in America who use violent video games have exhibited anti-social behaviors in all aspects of life in the community.
Many times, I have walked into a room watching children play video games, but not just any video game, but specifically violent video games. In which they feature endless shooting, blood and gore splattering the screens, drugs, sexual violence towards women, criminal behavior, and obscene language. According to the Education Week Magazine, “Two-thirds of all households in the US have at least one video gamer, and 97% of kids ages 2-17 are already playing video games, with an average of over 11 hours a week.” Some of the most popular violent video games today include, Grand Theft Auto and Call of Duty. Children who frequently play violent video games are more likely to become passive aggressive and view violence as a solution to problems; therefore, young children should not be allowed to play violent video games.
A ten-year-old boy stares at a television screen mashing buttons on a PlayStation controller as the sound of gunshots, bombs, and shouts fill his bedroom. While his parents say, “It’s keeping him out of trouble,” they don’t see the emotional problems violent video games are causing their son. In 2014, TIME Magazine reported that, “Approximately 90% of children in the U.S. play video games, and more than 90% of those games involve mature content that often includes violence” (Park). Even though many parents and caregivers don’t see the harm in the violence shown in video games, television, and the internet, the effects of this exposure on children today is undeniable. Because children are being exposed to the harmful effects of violent screen time, they are more aggressive, more likely to engage in violent behavior, and desensitized to violence in general.
What surrounds children in this generation? A screen that has people running around on it. People vandalize the word video game and try to make it sound like it is bad. False accusations regarding video games has been an issue in the past few months or maybe even a few years. Parents believe video games make a child addicted and glued to the screen and damaging them physically and mentally. The reality is, there is research it can actually improve a child’s physical function by them moving around and working out certain body parts. Video games have said to be non-educational, a bad influence and a health hazard for young children. False accusations coming to its user's is a human rights violation because there has been research that video games can be healthy, educational and nonviolent.
The media is a platform that gives instant access all over the world and an unlimited amount of resources. It also provides immense opportunities for learning and skill development. However, the media also causes negative impacts on learning, physical health, and development. As the media grows and develops everyday, it constantly draws the public’s attention and concerns in divided opinions.
With the rise of technology also comes the rise of video games especially violent video games. Video games in general generate billions of dollars per year. The industry is worth $21.53 billion. This shows just how immensely popular video games are. From 1976’s Death Race (the first violent video game) to 2017, violent video games have since surpassed what is identified as violent. Today, almost half of E-rated (for everyone) video games contain some type of violence. A staggering amount of video games are being played by young children. About 97% of children ages 12-17 play video games. (“Do Violent Video Games Contribute to Youth Violence?”). It’s impossible to have this large number of children playing violent video games without considering they are to a certain extent affected in harmful ways by these video games. Children who play violent video games show signs of anger issues, inability to distinguish the real world from a fantasy world, and a satisfaction when doing harmful actions both in the real world and while playing video games.
It’s nothing new if I say that video games are a great source of entertainment, especially for children. However, nowadays even adults are found engaged in playing these games which is, somehow, essential too. After all, these take you in a different world where nothing is real, but for some time, you are a part of it and you enjoy being there.
Technology is constantly advancing at a nearly exponential rate. A person’s date of birth often determines the way he uses technology. This current generation can now access the internet through wireless tablets and phones. Entertainment can be streamed, live or recorded, to almost any computer, cell phone, tablet, or television in someone’s home. Communication through email, texting, or mobile phones have made contact with anyone around the world easier than ever before. All of these technological advances were not available years ago. The technology in one’s home not too long ago consisted of merely a radio used for news, weather, and entertainment. There is a growing gap in the way generations use technology. While older Baby Boomers (ages 57-65) and the Millennials (ages 18-34) use technology differently when it comes to video games and personal computers, both generations are similar in their use of cell phones.
Video games in the 21st century have transformed from friendly competing into guns, explosions, and major violence. Video games are getting away with more violence every year and the games are becoming more extreme. The consistence and severity of violence is at an all-time high leading the most popular games in the gaming community to have a ‘mature’ rating due to the considerable amount of violence involved. For example, one of the highest selling video games of all time grossing one billion its first weekend, Grand Theft Auto 5, contains gang violence, nudity, and obscene language (Thier 2014). Although the extreme violence is rated accordingly for certain ages, parents often purchase these games for their kids not knowing what is
Video games have been accused of contributing too many acts of violence or aggression for decades. What the media misses is that video games have many benefits we haven’t found in any other media. Society should stop being afraid of video games and instead start looking forward to how we can best use them to benefit ourselves and our children. Anyone who doesn’t understand why needs only take a quick look at our society. Per a survey, “90% of children in the United States play video games and 70% of heads of households play video games, too. That leads to the average age of video gamers to be 33 years old” (Bavelier 21). Society is changing and non-gamers are being left behind. Playing video games have good effects on our brains such as improvement in basic visual processes, improvements in attention and vigilance, improvements in executive functioning, improvements in job-related skills, and improves thinking process.
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.