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.
Violent Video Game Exposure Violent video games have become risky and harmful to children in today’s society because it increases aggressive behavior, affects their social life and increases laziness. Children today are playing many different kinds of violent video games that seem to have an impact on their behavior and mental abilities. Video games need to be restricted to the more mature age groups that can handle the aggression and entertainment held in games. If parents around the world limited their children’s time playing video games would it have a positive effect on them? Researchers have given that answer in their survey’s and facts that they have found.
Vulgar language is just one of many issues that are vulgar about violent video games. They teach children it’s accepted to swear at people when they get angry, or if they are just trying to help. Dr. Phil McCraw says "But they do use more aggressive language, they do use more aggressive images, they have less ability to control their anger and they externalize things in these violent ways. It's absolutely not good,” Instead of getting yelled at in the game kids from all over world are getting rewarded with trophies in the game for killing another person. “Exposure to violent video games increases the likelihood of aggressive behavior in both short-term and long-term contexts” says Daniel Willens.
Many school shootings have been linked to violent video games. This is because children begin to believe that the real world is the same as the virtual world they have created, and start to act out in violent and aggressive ways. "When children play violent video games, especially at a young age, they receive the same kind of operant conditioning as killing" (Grossman 17). Another negative effect violent video games have on
Times when children would spend their entire free time playing with peers in the streets have mostly gone. Modern children and teenagers prefer calmer forms of entertainment, such as watching television, or in a large degree, playing video games. Although video games can contribute to a child’s development, many of them, unfortunately, are extremely violent. , There are a lot of games propagating murder and violence, such as Gears of War, Halo, Grand Theft Auto, and so on. 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.
Violent video games should not be at fault for these incidents where one might snap from a mental disorder or some sort of influence via non-media means. Let’s delve more into this topic regarding violent forms of media. Sure, violent games are prevalent in our modern-day society. They also exist in many other form of media entertainment – movies, television shows, and sometimes even radio. Because of this fact, video games don’t and shouldn’t take the full blame for what someone may have done.
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.
In the early nineties, game guides were usually featured as an appendix to videogame magazines, until Prima launched a series of game guides back in 1990. The guides were qualitatively poor and fairly unpopular by today's standards. Another company called Bradygames started selling guides in the nineties. It spawned various over the years, including infamous - yet bestselling - books for popular RPG's such as the Final Fantasy series. Halfway the nineties, hotlines also started to gain popularity, if only through heavy marketing.
More and more people, especially adolescents, play violent video games. Is exposure to violent video games positive or negative to adolescents? The answer is obvious on the basis of the following example: two kids wound their classmates by shooting when imitating the scene in a violent video game called Doom (Shin). Violent video games have negative effects on adolescent players. The first negative effect caused by exposure to violent video games is an increase in aggressive behavior of adolescents.
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.