The actions in the videogame may induce violent behavior, but why does it matter if they are too busy playing the videogame to act upon these impulses? They also keep the “violent” people off the streets, not allowing them to commit the crimes they do in video games. On the other hand, videogames can cause violence due to their addictive quality. Overall, they can create a sense of belief in the reality they present, due to the crimes associated through videogame violence. Videogames, especially violent ones, can relieve stress from a long day at school or work.
They are popular and are being advertised everywhere, making teenagers willing to play them; the fact that are they marked by the ESRB (Entertainment Software Rating Board) does not help much. However, considering the nature of such games, they should not be allowed for teens to play. For the human brain, there is no big difference between a real-life situation, and an imaginary one; this is why we get upset even if we just think about something unpleasant. For children and teens, which usually have a rich imagination, everything is even more intense. Virtual experiences for them may feel as real as their daily life; this happens due to advanced technologies, making computer graphics look extremely close to reality, and also because players take a first-person role in the killing process (often with the view “from a character’s eyes”).
Why Teens Shouldn’t Buy Violent Video Games Violent video games are a controversial topic and are believed to be reserved for more mature audiences. These games measure success through killing and other violent acts. It is believed that playing these games may also have increased aggression among younger people. Today’s video games have exceedingly bad language, inappropriate sexual content and overall encourage bad behavior: Teenagers in general do not have the maturity to handle the graphic violent and sexually explicit behaviors associated with these types of games, and some do not know how to separate fantasy and reality. Vulgar language is just one of many issues that are vulgar about violent video games.
Does it really numb one’s responsiveness for violence? Do children who play violent video games grow up and become offenders? There hasn’t been much research on that topic, but whatever was studied suggests that youth exposed to violent media tend to become more aggressive adults. “The smaller video game literature has found that playing violent video games causes increases in aggressiveness behavior, aggressive affect, aggressive cognitions, physiological arousal, and decreases in prosocial behavior” (Carnagey, Anderson,
Researchers have given that answer in their survey’s and facts that they have found. It is up to the parents to take the problem serious and listen to facts that are given. Many disagree with the idea that video games are harmful but cannot back their opinion up with actual evidence that they have found. The more children are exposed to violent video games, the higher the chance that they will have an increase in aggressive behavior. Violent video games give off the message that killing and violence is fun instead of bad.
Essay Brainstorming Your Argument: What is your opinion about your topic?I believe that video games do contribute to youth violence because the kids imitate what they see in the violent video games. These imitations include cuss words, dangerous moves, and aggressive behavior. | Your Opponent’s Argument: What is the opinion of someone who supports the other side of the issue? What does your opposition believe about your topic? The opposition believes that video games do not influence youth violence.
Encouraging your child to buy a board game, scooter, bike, rip stick is better than a PlayStation, x-box and a Nintendo DS games that could really actually use most of your money. Kids need to be entertained by something or else they start to annoy their poor parents. But there are many ways you can entertain your children than just electronics. You might love seeing your child happy when they buy new toys but this can use up all your money which is also needed for other things. Video games and toys can start to take control of our lives, it will slowly make our brains deteriorate and can also persuade us to stay away from any social activities which can damage us mentally and emotionally in our later life.
“Why Games Are Good for You” by Steven Johnson is a persuasive article that’s purpose is to open the minds of people that doubt that playing video games reap cognitive benefits and change their point of view. Steven Johnson does a great job of forcing the reader to ask themselves, “Could I only be seeing one side of this phenomenon?”. “Video Games Help Children Learn” by Marc Prensky is an article whose purpose is to convince people that children playing video games is not completely bad and there are actually intellectual benefits that can come from them. Prensky’s main objective is to get people to understand that children can learn real life lessons from video games. The two articles both present reasons why video games might not be all bad for mankind.
Video Games Beneficial or Hazardous Video games have been a growing phenomenon since the mid 1980's. With the vast improvements in technology the video gaming industry had evolved from simple two dimensional games to realist, fast paced, life like experiences. Along with it's growth there has been an ongoing discussion of whether video games are beneficial or hazardous to children and adolescents. Some are of the view that video games are indeed hazardous because they are meaningless times wasters that encourage anti-social behavior, have a negative impact of the health of children, and because they are filled with violent content. However, I do not share these views.
Anderson and Dill (2000) examined whether violent video games increase aggressive behaviour in both the short term and long term of exposure. General Affective Aggression Model (GAAM) is a model that incorporates existing theory and data relating to the learning, development, instigation and expression of human aggression. It is mostly based on knowledge structures created by the social learning processes. Previous studies show some support that violent games can increase aggression, but they cannot eliminate the possibility that central variables like excitement, difficulty or enjoyment created the increase in aggression. In the media world, it is shown that violent video games and movies are more popular than non-violent ones.