Indeed, many studies seem to indicate that violent video games may be related to aggressive behavior (Main #2) Too much video game playing makes your kid socially isolated. A study by Argosy University's Minnesota School on Professional Psychology found that video game addicts argue a lot with their teachers, fight a lot with their friends, and score lower grades than others who play video games less often. (Main #3) When playing online,kid can pick up bad language and behavior from other people, and may make kid vulnerable to online dangers. And a report shows that teens swear because of video game Game is bad for
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.
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.
The act of violence is done repeatedly. Decreased negative attitudes toward violence, decreased sympathy for victims of violence and increased belief that violence is the norm are all cognitive effects of video game playing when not in moderation. However, the evidence is not consistent and this issue is far from settled. Many experts have noted that there is a decreased rate of juvenile crime which coincides with the popularity of games such as Death Race, Mortal Kombat, Doom and Grand Theft auto. Teenage players are able to leave the emotional effects of the game behind when the game is over.
EBSCO Host. Web. 1 Dec. 2012. This article looks to explain the acts of teen violence that happened during the time of publication. Their research suggests that violent video games cause aggressive behavior, aggressive affect, aggressive cognition, and physiological arousal.
Persuasive Essay Abstract There has been quite the speculation over the past years on whether or not videogames are in fact the cause of violent behavior. The fact is videogames have received too much negative feedback without clearly understanding what they can actually do. By doing studies specific to aggressive, violent behavior and other studies to see if videogames can prove to be beneficial in their use is really the only implication to knowing the truth. Studies have shown that 98.7% of adolescents play videogames to certain extents and that most have disproven the correlation of games and violent behavior. Upon further studies, games are substantially more beneficial than previously thought.
There was less, tardiness, depression, and teeneagers even began making better desicions. In other words, teens were less aggressive and didn’t partake in inappropriate behavior like drinking alcohol or smoking. Adding on, students also felt more motivated to participate in school activities and work harder on their studies. On the other hand, school officials and parents are skeptical about changing school times when they believe that they should just sleep earlier. Granted that is true, most teens have trouble falling asleep until 11pm due to the change in their bodies.
The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency). On April 20, 1999, Eric Harris and Dylan Klebold launched an assault on Columbine High School in Littleton, Colorado, murdering 13 and wounding 23 before turning the guns on themselves. Although it is impossible to know exactly what caused these teens to attack their own classmates and teachers, a number of factors probably were involved. One possible contributing factor is violent video games. Harris and Klebold enjoyed playing the bloody, shoot-'em-up video game Doom, a game licensed by the U.S. military to train soldiers to effectively kill.
SOME OF THE ADVANTAGES AND DISADVANTAGES OF SMACKING CHILDREN * Smacking is one of the less common methods used by parents to manage their children’s behaviour. * Parents’ attitudes towards smacking have shifted over time – smacking is less likely to be used by parents whose children are currently under 18 than those whose children are now adults, and younger parents tend to hold a more negative view of smacking. * About half of parents think it is sometimes necessary to smack a naughty child, and many say they have smacked at least one of their children. * The majority of parents think the law should allow parents to smack their children. * About two-thirds of children reported having been smacked at some point, with children being smacked more often when they are younger.
It is, therefore, unfair, and biased claiming video games; a recent addition to society lead to juvenile crime (Ferguson, 2007). Crime by youth is as a result of various reasons such as lack of parental supervision, poverty, and lack of education. Thus, video game exposure is not the sole cause of violence (Craig, 2013). Sales of video games have more than quadrupled from 1995 to 2008 while the arrest rate for juvenile murders fell by 71.9% and that