The Effects Of Video Games On The Society

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The rapid growing technology influences the creation of many sources of entertainment. According to a U.S Study by Rideout Et Al (As Cited in Anderson & Bushman 2001.a), the popularity of video games is rapidly increasing. In a U.S study by Butchman & Funk (As Cited in Anderson & Bushman 2001.b), Around 60 percent of 4th grade girls prefer violent games and about 3 out of every 4 boys with a similar age also prefer ferocious ones. This essay will argue that violence in video games should be censored. For the purpose of this essay, violence can be defined as the physical force intended to hurt, damage, or kill someone or something, and censor may relate to the act of supressing unwanted material (Oxford Dictionaries). The three main points of this essay are that exposure to violent video games leads to aggressive behaviour, the negative impact caused by ferocious video games on the society, and how ferocity in video games collaborates with affecting the psychology of individuals negatively.
Firstly, it is widely believed that violent video games increase aggressive behaviour. Since late 20th century, researches indicate that disclosure to brutality in many sources including video games may cause aggressive behaviour (Huesmann, 2007). Also, Bandura social learning theory (as cited in Kirsh 2003) suggests that habit imitation may occur from exposure to violent games which might increase already aggressive conduct. This may be explained as that exposure to violence in video

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