In the article “My boys like shootouts. What’s wrong with that?” the writer, and father, Jonathan Turley tried persuading other parents that guns have advantages that are constantly overlooked by the society as long as they are played within certain boundaries. He substantiates his claim by examining the problem of violent toys and incorporating supporting evidences from professionals. However the author has failed to provide sufficient textual evidence to support his claim and might have overlooked other possibilities. Turley argued that violent toys offer advantages because they aid children in channelling their aggression and seen as a valuable vehicle to process violence.
The findings were also conclusive as the method followed by Mcgarrigle was extremely similar to Piaget’s with only a slight adaptation, showing that younger children can also conserve. However because the study relies on younger children having animism, the teddy is used. But if comparative studies were undertaken then older children would needed to be asked differently and so results for conservation could be affected. The use ‘Naughty Teddy' may be distracting the child away from concentrating to the change of counters and therefore the answer given is not a true account of what the child
Children who are older may be able to understand the difference between fantasy and reality a little better, therefore older children should be able to play games at a parents discretion. Some experts say,” kids are attracted to video games not so much by the violence, but because the games present puzzles or problems to solve (Sherry 1). The media and many other angry parents like to find a source to blame such as video games. Although video games are very entertaining and becoming more of a virtual reality the truth
Maybe adult pornography sites don’t apply to every single kid, but how about the violent, gory, and explicit video games that elementary school children play? They still play those horrific games even when it gives them nightmares, and affects their ability to work during school. The internet is also like the home of false information and children trafficking center. As cliché as it sounds, not everything from the internet is true; people can
The movie version has a lot of events and details that appeal to the viewers like the novel. In the movie version it has Jonas at 18 years to make it more believable for a kid to have a job. An event that the movie version left out was the 12’s playing the game of war. This was left out since the kids are 18 and they do not play games at 18. In the movie Asher’s “job” is drone a lot and when Jonas leaves the community Asher catches him and drags Jonas into the water to let Jonas reach the Boundary of Memory, so he can give the memories back to the people.
Another factor was their classification by others as being “Goth” or “outcast nerds”. Being harassed by classmates as well as being put down by their teachers can lead a student to be depressed, but should never lead to a full fledged massacre. Another major factor considered to be influencing these boys were video games. The boys had been diagnosed with mental disabilities and the police, family members, and others felt their game playing contributed to their actions. They say the games became to life like for the boys to handle which lead to the homicidal thoughts and in the long run the massacre itself.
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.
Diet of television is the answer. I think parents should not replace a baby sitter for the TV, or even replace them selves for the TV. I know a lot of parents who prefer to sleep 30 minutes alone, and all they do is send their children to watch TV or play violent video games, they totally forget about the damage it is causing to them, and when they grow up parents complaint why their children are so violent with them and everybody else. I think the idea of built-in time-channel lock circuitry is awesome. Imagine a kid solving a puzzle -which will help to develop his brain- instead of watching TV; also this kind of activities will keep him safe from violence.
He tested his theory whit his son when the boy was afraid to climb a tree. His test was successful with the help of old Tarzan comics he inspired his son to not fear. He soon came across pop psychologists insisting that violent stories are harmful for kids. He partnered with Melanie Moore, “a psychologist who works with urban teens; together they found that even the trashiest pop culture can have its own developmental function” (231). It finishes with successful stories where violent media was a tool utilized to help kids deal and control their rage and
“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.