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Video Games - Impact On People

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  • "Running head: VIDEO GAMES1Video GamesS tudent’ s nameInstitutionVIDEO GAMES2Video gamesIn the recent decades, video games have had a significant impact on how people spendtheir free time. The first video games to be invented were nothing more than g..

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  • "Running head: VIDEO GAMES1Video GamesS tudent’ s nameInstitutionVIDEO GAMES2Video gamesIn the recent decades, video games have had a significant impact on how people spendtheir free time. The first video games to be invented were nothing more than geometrically- shaped consoles, one or more of which could be operated by the game player. However, therehave been considerable technological advancements in gameplay, leading to better graphics andrealism. In fact, the new technologies now integrated into video games bring about more realisticviolent acts and situations. This has had many scholars questioning the content of the gamesbeing released. Research studies reveal that increased exposure to violent video games is linkedto heightened levels of aggressive behavior, aggressive cognition, and decreases in helpingattitude, in particular among the young generation (La, 2015). The following discussion explainshow video games affect young people's behavior.To start with, the exposure to violent video games stimulates aggressive character such asbullying and fighting (Gentile, 2011). 60% of the middle school boys and 40% of middle schoolgirls, who have played Mature-rated (M-rated) game, have bullied or beat up someone at onepoint. A study published in the Journal of the American Medical Association reported thatregular violent video game playing was linked to increased, long-term aggression. Teens, whoplay violent video games frequently, have a tendency to bully their peers, act hostile and arguewith their teachers throughout the school year (Dittrick et.al., 2013). Stimulating violent acts that entail shooting guns and hand-to-hand combat in game-playslead to real-life violent behavior. Contrary to other forms of entertainment, video games requireplayers to participate in violent actions like stabbing, dismembering opponents using axes,swords, and other weapons. The practical nature of such video games promotes the learning of VIDEO GAMES3those violent characters (Gentile, 2014). In one instance, two Tennessee teenagers who shot atpassing cars, and killed one driver confessed that they had borrowed this idea from playingGrand Theft Auto III. In another study conducted in 2015, it indicates compelling evidence thatlinks the use of game controllers and cognitive aggression (La, 2015). Also, the perpetrators of most mass shootings have been found to have a history inplaying violent video games. For instance, the teenagers responsible for the 1999 ColumbineHigh School massacre of 13 students, used to play violent combat games. In 2012, 24-year oldJames Holmes killed 12 innocent people and injured 70 others at a cinema hall in Aurora,Colorado. Holmes was later reported to have an obsession with role-playing video games. Infact, minutes after Holmes' arrest, police found several video games such as Skyrim, StarCraft,and Oblivion. Both Skyrim and Oblivion are set in a fantasy world involving swords, magic andmedieval combat. The inhuman acts portrayed by James Holmes and the teenagers can also beattributed to the fact that playing violent video games desensitizes them to real violence. By theage of 18, the American child will have watched 16,000 murders and 200,000 acts of violencedepicted in the violent video games (Markey, 2015). This factor causes them to have reducedemotional and physiological reactions to real-life violence. It shows the apparent associationbetween exposure to violent video-game plays and an inclination to violent behavior.Another effect of violent video games on the young people is that it leads to lowerempathy and decreased kindness. Empathy, which refers to the awareness of other people'sfeelings and emotions, is considered to impede aggressive behavior (Markey et.al., 2015).According to a study published in the American Psychological Association's PsychologicalBulletin, increased exposure to violent video games results in reduced levels of empathy as wellas prosocial behavior. Many other studies have revealed that teens, who are constantly exposed VIDEO GAMES4to violent behavior, portray lower moral reasoning skills compared to their peers, who are notexposed to such media (La, 2015).Increased exposure to violent video games has resulted in the majority of young peopleresorting to fights as a means of resolving disputes. Researchers report that the teenage childrenmimic what they see when playing violent video games. In these game-plays, violence isrewarded in the form of additional points or by permitting players to advance to a new level. Inone analysis of 81 video games suitable for teens aged 13 and above, 90% of them comprised ofa configuration that would reward the player for injuring other characters, while 69% of themrewarded players for killing (Gentile, 2014). In fact, with some games, the players are rewardedwith verbal praise. It is a known fact that rewarding a particular character increases its frequency.Therefore, when players are rewarded for violent behavior, they are more inclined to behaving inthe same way with regards to real-life situations. In summary, playing violent video games is considered morally wrong and for a goodreason. It causes teenagers to act aggressively towards their peers, teachers and parents. It alsocauses the young people to be less compassionate and more inclined to harsh means of resolvingconflicts."

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