“Engaging the child in an interactive experience, developing hand-eye- motor skills, giving the child a sense of accomplishment, keeping the child off the streets and just encouraging having fun are all judged by many parents to be valuable.”(Tapscott) This quote explains how parents value hand-eye-motor skills, and keeping kids off the streets as importance and video games help in accomplishing these ideas based by parents. Also playing video games strengthens manual dexterity, problem-solving abilities, perseverance, pattern recognition, hypothesis testing, estimating skills, inductive reasoning, resource
With RPG (role playing games) becoming ever more so popular, so does the demand for realistic violence in them. Commonly, children tend to imitate what they see but what causes a child to actually act out in violence? Some would argue it’s the violent games that are the cause for violence in youths today. Not surprisingly, this theory is not doubted by many. Many would say and some may agree that the reason is that video games these days are too close to reality.
At a young age, children's minds are sponge-like, absorbing everything that surrounds them, which makes them easy targets in terms of manipulation and victimized by violent video games. Violent games might seem like harmless fun, but what if the violence attracts and addicts young players, affecting their behavior and their view of reality? Problem: Should Violent Video Games Be Monitored Some say that violent video games have minimal impact on young teenagers, pointing out that most video-game player’s live completely normal lives. The weaknesses in that argument are almost too obvious: first of all just because a player does not immediately imitate specific violent acts found in video games does not mean the games will not have any long-term negative effect on that player’s views and behavior. Because of this possibility, parents should assume responsibility for evaluating video games and should prohibit young teenagers from purchasing those that are especially violent.
It’s said that Video games are entertaining and effective motivation for children in a way that it engages them with skillful play depending on the design of the game. There have even been studies with adults showing that experience with video games is related to better surgical skills. Researchers also concluded that people can learn iconic, spatial, and visual attention skills from video games. Although this benefits to all but on the other hand, can also have a negative impact on children of all ages. Excessive playing of video game can cause violence, addiction, and poor academic performance in children.
The studies set out to demonstrate how “awful” violence on television is to the human mind, yet there are some who assert that some of the shows with violence have good morals behind them. Television can have a positive role in children’s education and teaching moral values; however it can also have a very negative impact by encouraging violence. “...Media can have positive influences on children’s development” (McLellan 2), by offering educational TV shows that also have important life lessons and themes. These channels that actually encourage non-violence and pose catholic morals to children are those such as: NickJr., DisneyJr., PBSKids, and BabyFirst. One of BabyFirst’s belief is that “electronic media can enrich the connection between parents and their baby and give them new opportunities for exploring and playing together” (About Baby First 1), and also to provide age appropriate shows for babies and toddler; which makes it a positive television influence on children.
The boys told the investigators that they decided to go on a shooting spree after playing the video game Grand Theft Auto III. That particular game is one of the most popular games in which players can play missions that involve killing people or just play at random and go on shooting sprees. Although this game is far less violent and gory than other games, it does have enough influence to make two teens’ fire shots at their own family. The biggest factor to the video game violence is the fact that parents go out and buy these games without knowing that their child may be addicted to the game. If the chid is abusing the game it can become very addictive.
Resulting in aggressive or violent behavior. “Playing a violent video game even for 20 minutes led individuals to become less sensitive to real violence” (Fournis, Abou, 2014, p. 1). The positive effects of playing video games are the mental skills required to play the games. If played correctly video games are used as leisure time entertainment but when people play video games that involve violence some people tend to forget the games aren’t real. Other positive effects are the ability to process knowledge to include reasoning, perception, and intuition.
In a survey we conducted lately, 80% agreed that video games should be used for learning and academic purposes. Video games can grab the student attention towards the topic and make them emotionally involved. Brain researches have proved that emotional interest helps the brain to learn. So that means, whenever the topic is boring, this part of the brain won’t be active which would lead to decrease in the efficiency of learning. Not to mention the colorful visual and displays which increases the interaction towards the topic.
Aside from the extreme amount of time wasted, video games teach players questionable life lessons. They have the power to mold children into violent criminals and thieves. They have been shown to cause a player’s physical and mental health to deteriorate. Underneath the pixilated fun that video games attempt to portray, is a great underlying malevolence that harms society. Video games have a strong addictive power.
Video games can help with a person’s hand/eye coordination, aid with stress and anger release, and develop the social capabilities of an individual. Video games are a positive and fun way to become something one could not in real life and help aid with creativity. The proposals that video games can cause increased violence, addiction, prejudice, and sexual instability in most adolescents are absurd, and the flaws in those arguments are almost too Fagan 2 obvious. First, what is to say that these effects are life-long? These affects may only last a little bit, and can thus be cured.