Upon further studies, games are substantially more beneficial than previously thought. Seeing as videogames can be used as a learning tool it may not be as wise to tell a child they can’t play a game because of the harm they can do. Benefits of Video Games Video games have come a long way since they first came out in the mid-40s and its inevitable hit to mainstream in the 70s. With video game industries making games more sophisticated than ever and use of advance technology, video games seem to get ever closer to closing the gap on game and reality. However, as games become more realistic, the question of if violence and adult content that is portrayed in games could potentially have a negative consequence on its user.
Do violent video games lead to actual violence and increased aggression? Some feel that they don’t have any correlation while others feel that they are a direct cause. I believe that that violent video games increase aggression & violence because these gaming systems are mostly played by young children who are easily influenced and create a thin line between reality & fiction. According to Pediatric Nursing volume 26 issue 6 most children of both genders prefer games with violent content. When electronic video games were first introduced in the late 1970’s, they were basic animated interactive games such as Atari’s Pong.
Video games have become more real than ever before. The graphic, sound, violence, and the addiction many face while playing it has a huge role in the recent incidents. In closing, McGoey suggests that the only way to stopping such horrific events is that parents and students being more aware of those they interact with looking for the signs that tip off aggression. Overall, he implies Parents need to step up and monitories’ their children’s
The wasted time could be used in activities to help in their growth and development as well as coping with life’s challenges. It all depends on the amount of video game exposure and play time (Matt, 2013). Excessive playing of video games especially by young children encourages competition that one must win to move so as to progress. In addition, continued playing of these games makes users aggressive as most of them are usually ‘unforgiving’; for example, if one gets shot and ‘dies’ while playing Call of Duty, the situation cannot be reversed. The aggression can pass on to their real world lives (Douglas, 2011).
The video games "Manhunt" and "Grand Theft Auto", have been particularly stressed in the press as boasting content that has led to the deteriation of young people in todays culture. But both these video games carry an 18 certificate age restriction, and if parents are letting their children play them at a young age, I'm frankly not surprised that adverse behavioral changes would occur in children below the age of 14, who have been allowed to play these games without efficient guidance. Also, blame perhaps equally lies with the video game retailers who have sold them to underage children. Violent video games, like films and similar expressive mediums should not be banned, if enough care is taken to stop them being experienced by children of an unsuitable age. One point you have to keep in mind is at what point a game is
The future of entertainment revolves around technology. Video games become more and more realistic. The main consumers for violent video games are teens. These games encourage killing and fighting enemies. More ways of playing violent video games are created each year, but most of us have this question in mind.
Violent video games can lead to an increase aggressive behavior in children if parents do not make it clear that the behavior exhibited in these games is inappropriate. Children and adolescents need to be made to understand that the way people act in these games is not reality. Parents need to monitor the content of games their children are playing, as well as the amount of time spent playing them. Aggression is defined by the (American Psychological Association, 2012) as “behavior that causes psychological or physical harm to another individual.” This means that not all aggressive behavior is physical; it can also include insulting, obnoxious, and rude behavior. The Entertainment Software Rating Board (ESRB) defines violence in video games as, “Scenes involving aggressive conflict.
Video games are becoming increasingly popular, especially in this new generation. Approximately three quarters of America’s youth today own a video game system (Glazer). This total is constantly increasing and because of this, they are becoming more popular in education. Video games are prompting our youth to attend libraries more often and are providing skill sets in children that are not acquired in the classroom (Rapaport). Children cannot learn everything in a classroom, I feel, and the best way to learn is through experience.
Journal of Personality and Social Psychology 2000, Vol. 78, No. 4, 772-790 Copyright 2000 by the American Psychological Association, Inc. 0022-3514/00/$5.00 DOI: 10.1037//0022-3514.78.4.772 Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life Craig A. Anderson University of Missouri----Columbia Karen E. Dill Lenoir-Rhyne College Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men.
Technology has advanced so quicly that many children have to use the touch screen gadgets as a new way to spend their time and it concerns the parents on how to manage the use of gadgets on the children’s life. In the Atlantic Monthly article “The Touch-Screen Generation,” Hanna Rosin argues that many parents fear the time their children spend on the touch screens and her research on the advantages on let the children learn from a touch screen gadget. Some researchers have explained that toddlers learn better by a person than a screen, but new research has shown that toddlers learn when they interact with a character even on a screen. Rosin also mentions that app developers are targeting children with educational games. There are so many apps that can help a children to learn the alphabet, number or even a new language, but parents fear that their children will get distract from their regular activities to be in front of a touch screen.