Taking Sides: Violent Video Games There has been a long-standing debate that violent video games are harmful to the rising generations. The article that was selected to be critiqued is, “Are Violent Video Games Harmful to Children and Adolescents?”. The purpose of this paper is to analyze and critique the research methods and conclusions included by the author of the article. Summary Author, Steven F. Gruel, argues that there is an overwhelming amount of science and research that supports the
been a long-standing debate that violent video games are harmful to the rising generations. The article that was selected to be critiqued is, “Are Violent Video Games Harmful to Children and Adolescents?”. The purpose of this paper is to analyze the effects of violent video games on the development of children. Steven F. Gruel, the author of this article, 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
of children who play video games for many hours daily. Addiction controls life of people, there is addiction to drugs, cigarettes, alcohol or gambling, and there are some forms of addiction associated with modern life, such as Internet and video games. Most people think that video games are harmful and waste of time. As a result, the main question of the research is how video games can influence on children and many
the, most popular fighting game franchises ever created. At its conception in 1992, it was hit with a hard wall of controversy for its heavy use of gore and the general fear it would influence children to reenact these so-called “fatalities” in real life. Ever since the 1970s, man was finally able to interact with the screen, creating a universe written in ones and zeros. However, does the screen speak back to us, and cause effects outside of the console? Though video games have widely
Video games have always been a popular source of entertainment for people of all ages that are available on many electronic devices and offer various genres. Video games were first introduced in the 1970s with simple graphic that contains only black and white images together with minimal sounds. Later on, video games have developed and come at age which are violent video games, and researchers started to find out whether there were any connection between violent video games and real-life antisocial
Fast-paced, Violent Games are good for Cognitive Skills At its root, cognitive development is defined as “the construction of thought processes, including remembering, problem-solving, and decision-making, from childhood through adolescence to adulthood” (Rodriguez). Widespread in today’s society is the belief that fast-paced, violent video games may lead to behavioral issues amongst kids who play them. Debates about the effects these games have on kids continues to divide parents, politicians, and
objective of video games is to entertain people by surprising them with new experiences.” (Shigeru Miyamoto) Shigeru Miyamoto is the creator of some of gaming’s most iconic video game characters, Mario Jumpman Mario, Link and Donkey Kong; while also, serving as co-Representative Director of the game company, Nintendo and is highly respected. Miyamoto, based on the quote provided, feels that video games are meant to entertain people and nothing more. However, many people feel as though video games only cause
my research on the articles that I have read about the positive affects that video games have on us human being’s. Violent games aren’t as bad as people make them out to be, shooter games can build awareness and continuity to a young children’s brain while it can assist and refine their learning skills. Violent games have been tested and researched for years and what researchers are now discovering how shooting games can help relieve PTSD (Post Traumatic Stress Disorder) for war veterans. As
Video games are a basis of entertainment for numerous people worldwide, and its users have been growing continuously over the years. It is a source of digital entertainment which does not generate violent crimes and behaviour. Today, in the United States 91% of adolescents between the years of 2 and 17 are video game users(NPD Group,2011). A national illustrative study of U.S. adolescents established that about 99% of boys and 94% of girls are video game users (Lenhart et al., 2008). Vast majority
Many parents in today’s society are adamant about their teenagers refraining from playing violent video games. Specifically, parents worry about their children playing mature-rated video games that feature blood, gore, vulgar language, use of drugs, and intense violence. Quite a few of these parents believe that their children can be heavily influenced by these brutal video games, which will in turn raise their teenagers to become violent, aggressive, and criminal minded individuals. In hindsight