Violent video games have the most negative psychological effects including: decreased socialization, increased aggressive thoughts, behaviors, and feelings. Children who play more violent video games are more likely to have increased aggressive thoughts, feelings, and behaviours. The effect of video game violence in children is worsened by the games’ interactive nature. In many games, children are rewarded for being more violent. The act of violence is done repeatedly.
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
Violent video games, like violent films, are an expression of artistic focus. Most violent video games are not necessarily designed to make violence enjoyable, but more to make the entire experience of the video game more realistic in feel. One of the current trends in the media, is to encourage the ban of video games with violent content, and, personally I think this is a farce. Like films, literature, comic books and television, video games are merely the newest medium for artistic expression in the late 20th and early 21st Century. They are unique in the fact they can mimic and in some ways surpass all other artistic mediums before them, due to their digitally- interactive input method.
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.
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. There has been much speculation on whether or not video games over the years are causing children and teenagers harm. Experiments have been conducted to show a link between video games and aggressive behavior. Sure it’s easy to point a finger at something to be the cause of children committing criminal activity, such as the media, but where are the facts. Despite these accusations, I would tend to argue that games are not as harmful as so many may think, but instead very beneficial.
“Guns, Lies, and Video” Summary Rhetorical Analysis In Karen Wright’s “Guns, Lies, and Video” she addresses several arguments about the topic of violence in video games and the affect that they have on children and young adults. One of Wright’s opening statements is about how parents distinguish between virtual violence and physical violence and actually justify their children’s interaction with video games. She also states that there are studies that actually show the link between violence in the media and the aggressive ways their viewers respond to their messages. Wright also mentions how there was a time when video games truly were harmless, but now that they are more aggressive, people tend to get the message that violence is tolerable and funny. She also admits that one of the problems with video games is that there is no standard for rating video games, so any content that is profitable is acceptable.
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 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
Social media can create a false sense of reality because a lot of things on social media are not what they seem. Many teens want to obtain these false realities which creates disappointment in themselves. From the article, there is evidence to prove why people become so easily addicted to social media. Social media engages the dorsomedial prefrontal cortex and using this part of the brain creates a natural inclination to social media compulsiveness. I believe excessive use of social media is more dangerous for young adults because the part of the brain that does the decision making is still growing and developing.
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).