Violent Video Games

794 Words2 Pages

Video games were intended to be fun, entertaining, and even educational but when violence was added into the storylines of some games it led to disaster for some of its players. Lately video games have improved their graphics and storyline however this has led to a better picture of violence in those games. The added quality has attracted more teenagers and children to play the games which sometimes leads to bad consequences. Children should not play violent video games because the games may affect their ability to handle some situations, the intensity of the language and gore could be too much, and the storylines of the games could have a negative influence. Children learn how to respond to different situations from past experiences and observations that may be influenced by something that is constantly seen or surrounding them. Violent video games can be a strong influence in their ability to positively respond to various situations. For example, if the child grows up playing violent video games and is faced with a confrontational situation with another child, he or she could become violent and not understand that it is not an acceptable response. This behavior is learned because playing electronic games requires the player to make a series of choices that determine his or her progress through the game. Players are routinely rewarded for identifying and for repeatedly selecting the strategies that have been built in by the game designer. In violent electronic games, these strategies rely heavily on violent actions that rarely produce realistic consequences. Consistently choosing the pre-programmed alternatives results in cycles of positive reinforcement. This makes the game-playing situation a potentially powerful learning env... ... middle of paper ... ... future behavior of the children playing them so it is better to not let the kids play them at all. Works Cited Brody, Michael. "Playing With Death." Brown University Child & Adolescent Behavior Letter 16.11 (2000): 8. Education Research Complete. Web. 6 Apr. 2014. "ESRB Ratings Guide." Rating Categories, Content Descriptors, and Interactive Elements from ESRB. N.p., n.d. Web. 06 Apr. 2014. Funk, Jeanne B., et al. "An Evidence-Based Approach To Examining The Impact Of Playing Violent Video And Computer Games." Simile 2.4 (2002): N.PAG. Library, Information Science & Technology Abstracts. Web. 6 Apr. 2014. Yang, Shu Ching. "Paths To Bullying In Online Gaming: The Effects Of Gender, Preference For Playing Violent Games, Hostility, And Aggressive Behavior On Bullying." Journal Of Educational Computing Research 47.3 (2012): 235-249. ERIC. Web. 6 Apr. 2014.

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