To Game or Not to Game? You take a deep breath, trying to contain your excitement. You notice that your hands are beginning to tremble, and you feel as though you have enough energy to literally ping off the walls. Then you step into the cool building and the smell of plastic and sweat hits you. The screams of excited customers fill your ears. Your eyes take in rows, upon rows of new store merchandise, and you feel your excitement kick up another notch, something you thought was impossible. Most of America’s population describe this place as the second happiest place on earth- where are you? A video game store of course! In fact over fifty nine percent of Americans play video games, and out of those only twenty nine percent are below the ages of eighteen. Since there beginning in 1958 video games have rocked our world, and have managed to catch the attention of over half of the American people. From the very first games, to the mass collection of video games that goes on for a couple of aisles, its plain to see video games have earned their set spot on the consumerist market for an extremely long time . However, are they good for us? Many citizens are starting to question the nature of video games, mainly the ones that base their virtual realities around violence. It is presently in a heated debate of whether violent video games have an effect on young adults, specifically if it makes adolescents more aggressive. It can be seen that there are many documented cases of
Hundreds of studies have been done to determine whether violent video games will really make juveniles more violent. Randomized experiments were used in several studies to examine the short-term effect of violent video games (Anderson and Berkowitz et al. 90). In these studies, children were randomly assigned to play violent or nonviolent video games and then were observed when given an opportunity to be aggressive. The result was that children who played violent video games usually behaved aggressively.
Prolonged scenes of massive violence, graphic sexual content, and animated blood are examples of statements that the Entertainment Software Rating Board uses to depict the content in over fifty- five percent of the video games rated yearly. The debate of whether the aggressive nature of these video games influences youth violence in our country has been heatedly battled for decades. Since the mid 1980’s, it has been suggested that high profile cases of violence are due to an aggressor’s excessive video game use. However, much like a cold case the type of connection between video game use and youth violence remains without a definite answer. Most believe that video game use negatively influences child aggression acts in our country. Others firmly declare that video games provide a realm of opportunity for child development. Ultimately, it is impossible to say that video game use affects every child the same way. New studies suggest that video games do not affect every child that plays a game. Although violent video games are innocuous for the majority of adolescents between the ages of twelve and eighteen, the effects of these games are aggravated in those with pre- existing antisocial or depressive traits.
“Approximately 90 percent of kids in the U.S. play video games, and more than 90 percent of those games involve mature content that includes violence.”-(Time Health). The link between violent media and aggression in video games has also created a spawn of research studies that has gone back and forth on the issue of whether
Over the past few centuries,video games have become a great leisure and hobby among kids of all ages and cultures. With the advancement of technology, video games have advanced highly in its realism and genres. This high type of advancement brought the video game industry to a multi-billion dollar industry. However, with realism, comes negative effects as well. Ever since the creation of violent or “mature” video games, there has been a constant debate on whether it will increase violence in the player. Although, not all video games are violent, and just increase skills in a player such as hand-eye coordination. Nevertheless, there is research going on for the link between violent video games and youth violence. The question is which event happens first in the sequence, do violent video games aggravate a person’s violent behavior, or does a person get rid of their anger through playing violent video games? Either way, violent video games are not beneficial to our society.
Video game effects are relatively new in modern society. Even though these games are often entertaining, the content of the game has been increasingly more and more violent as technology becomes more prevalent. The popularity of violent video games has caused an increase in controversy. Parents and experts feel that some games are just too violent and they demand the government to regulate the sales of these games. However, violent video games do not cause an increase in aggression, in adolescents. The forceful plan by the government is caused by an exaggeration of the effects of violent video games and this plan are indeed pointless.
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.
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.
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.
Author, Steven F. Gruel, argues that there is an overwhelming amount of science and research that supports the claim that video games that are violent are indeed harmful to human development (Gruel 2010). It affects their development by causing them to act more violently. He begins by discussing that over time, usage of violent video games among youth has
Kirsh, S. J. (2003). The effects of violent video games on adolescents. Aggression and Violent Behavior, 8(4), 377-389. Retrieved from
For years, the media, teachers and various types of scientists have made the topic video games and the possible influence it has on child and teen aggression. The spark up of the controversy all started with the 1999 Columbine High School shooting. Since then, most, if not all instances similar to that have thought to be linked to videogame violence, which in turn has led to numerous studies about this topic.But be that as it may the link between violent video games and adolescent aggression is far from being proven fact, however we cannot jump to the conclusion that violent video games build adolescent aggression.
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 games have been around since 1972, and since then have increased in quality immensely. Game consoles have gone from 4-bit to 128-bit, which is a huge increase in processing power. In this paper, I will cover all consoles from the 1970’s to present day.
An aspect of video games which allows them to be so time consuming and stimulating is their replayability factor. Certain video games have no replayability, but all of the most popular and competitive video games have enough replayability to spend thousands of hours playing them and never get bored. Games such as Dota2 and League of Legends only have one primary map, but they still present the opportunity to play them for limitless amounts of time because of the variance in characters. The number of different team combinations in League of Legends is over 1.16 with 21 zeros behind it. Every game of League takes around half an hour, which means that if you never played with the same champions twice it would take around 6,621,000,000,000,000,000 years of non-stop playing in order to play in a game with the same combination of champions again. Multiplayer capabilities also extend this replayability value by allowing one to play with a variety of different players from many different nationalities. In addition, the developers of games frequently modify existing gameplay elements in what are referred to as balance patches. Balance patches are eagerly awaited by the game’s community because of their potential to change the game and make it more interesting than it previously was. Balance patches also introduce new elements into games, creating even more diversity and interesting interactions between gameplay elements. Being able to spend hours on end playing the same game without