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The effects of video games on teens
Impact of mass media on adolescent development
The effects of video games on teens
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The debate about violence in media, such as video games, has been going on for years now, however, there is no definite answer on what to do about it. Should adolescents be able to differentiate between video game fantasy violence and real life? Is it partially the parents’ fault for not controlling their access to these games? Perhaps there is more to it than just the scientific side of things. Adolescents should be able to differentiate violence in video games from real life and be able to recognize patterns in gender role and age. In turn, adults should be held responsible for what the adolescents play by controlling access to this media in the first place. Adolescents should be able to differentiate violence in video games, and any kind of media, because of the examples that their parents and elders set for them. If a researcher were to perform a study on the effects of media on adolescents, most people would find that the adolescents that the media does affect negatively probably have other problems contributing to their perceptions. These problems can range from a hostile household, to poor examples the parent or parents give, and even to mental illness. If most adolescents are shown a game like Mortal Kombat (made by Capcom ©) they will be able to differentiate that it is in fact only a game. Mortal Kombat does explain why each fighter is fighting and puts profiles in their games for the characters purposely. These profiles delve into the backgrounds of the characters and their origins. The game also has fantasy elements such as different realms, which makes it obvious that the adolescent should be able to distinguish that it is only a game for enjoyment and that they should not go out and repeat what they saw the ... ... middle of paper ... ...an truly be entertaining or educational. Role-playing games help enhance players reading skills by making most of the game text based. If critics are going to blame all video games for being violent, they should keep these kinds of games in mind. The new wave of video game consoles is upon us; likewise graphics are being advanced and will only continue to be portrayed in media. Then again, violence is portrayed in all media and the audience seems to accept and like it. “But violence isn’t learned from mock violence. There is good evidence—casual evidence, not correlational—that it’s learned in personal violent encounters, beginning with the brutalization of children by their parents or their peers” (Rottenberg 717). If the audience does not make a stand then things will never change. However, for those of us that do care, it is up to us to try and make a difference.
Some psychologists theorize that violence is a learned behavior. Children learn by imitation. If this statement holds true, then are we not responsible to mandate the regulation of violent video games accessible to our children? The level of exposure and alarming growth rate of violent behavior being portrayed as an acceptable form of entertainment for children need to end. Children are a blank canvas; what parents, peers and society paint on them will help determine how they will live their lives. Parents need to step up to bat and accept responsibility for the decisions made within their parental control regarding the allowance of detrimental influences in their children's lives because we are entrusted with their welfare.
Since the 1970 video games have become more popular than ever before. Generating 11.7 billions of dollars of sells every year or more, the video game industry is considered one of the largest industries in this century. However, video games have been a topic of controversy. With the sales of violent video games going up and the increased violence in schools and teenagers, video games are always to blame. Many people speculate that video games are the cause on why many teenagers have developed aggressive and violent behavior, are desensitize to violence, and the increase violence in schools and public places. In contradiction, video games have little or no fault in teenagers’ violent behavior and shouldn’t always be blamed.
Desensitization from video games creates a biological response that leads to a lack of empathy and more aggressive behaviors. Furthermore, violence in video games is rewarded, making one more likely to repeat the behavior in real life. Finally, video games allow people to take on roles, and along with one’s inability to separate reality from fantasy, people will take on these roles in real life, leading to many of the recent mass shootings. The debate on video games and violence will carry major significance over these coming years. Although violent video games will not necessarily be banned, there might be moves to educate parents about the dangers of violent video games so that their children can be monitored in the games they choose. However, the debate will not be completely solved. Video games are a multimillion dollar industry and the companies may pay psychologists to agree with their sentiments, prolonging the debate. Although video games are some of the most popular items in the world to own, one must take caution in purchasing them, especially violent
Video games are widely popular as a form of entertainment for young children and teenagers in the United States, and many of these games contain forms of violence. Because this causes exposure to such graphic images for many children, there has been a concern that these violent forms of entertainment affect these children. Numerous studies conducted by groups of psychologists have been directed on this particular issue, leading to evidence both for and against this claim. This is an issue which parents should acknowledge, as it greatly impacts their children. Therefore, parents must become aware of the issue of violence in video games and monitor their children’s access to such games because history as well as numerous studies and statistics to have shown that they have negative effects on children, causing desensitization due to the exposure to such intense images.
For the past twenty years, whenever there has been a shooting of any kind, committed by a young male, people have blamed video games. They say that video games make people violent. But that isn’t true. Video games may make people violent while playing them, but that violence never leads any further than yelling at the television screen. Video games should not be put down.
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.
“As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language within video games. Ratings have become more relaxed, and the lines between T (Teen) and M (Mature) rated games has gotten closer together. Violent games are becoming the normal and accepted of all games, and are being demanded by the gaming industry more heavily. Parents have always shied away from these games for their children, regardless of age. However, kids are getting these games whether they are the correct age (17+) or not. Young kids, less than ten years of age are playing horribly violent games and parents are fearing the repercussions. But video games are not to be blamed for child violence. Violence in video games does not cause children to become violent people later on in life.
“I 'm very careful about how I portray violence in my films. I do believe that violence, especially violent video games, is not a good thing for young kids” (Lee, quote hook). This quote taken by Stan Lee expresses the exact predicament video game designers are facing, about how violent video games truly are violent and effect young adults. Although video games have ratings on them just like how movies and T.V. shows do, which can protect or keep unnecessary violence away from teenagers and children. Meanwhile electronically controlled devices can still produce violence in children because of the careless portray of cruel and vicious scene’s game designers produce in their games, such games like GTA. Brutal and savage video games should
When Adam Lanza walked into Sandy Hook Elementary School last year and murdered 26 people, the majority of them small children, the nation was horrified. The latest in a series of mass shootings perpetrated by children against other children, the media coverage of the event sent news outlets into a familiar refrain: Lanza loved guns and violent video games, just like the Columbine killers and other disturbed teenagers who kill their classmates. Repeatedly, when trying to understand why these children kill, graphic violence in video games emerges as one of the elements that shoulders the blame. It would be wonderful if merely eliminating graphic violence in video games would solve the problem, but doing so would not solve the problem. No study has ever established that graphic media violence causes teenagers to commit murder. Although, some studies have established a link between aggressive behavior and exposure to violent video games, such games should not be legislatively banned because it is the prerogative of parents and guardians to monitor video game usage in the home.
“According to a study in the Journal of Youth and Adolescence, teenagers who spend a lot of time playing violent video games or watching violent shows on television have been found to be more aggressive and more likely to fight with their peers and argue with their teachers” (Brody). This study shows more results of older kids who play games that have a negative effect on their behavior. Taking this into account, children in this generation now have started playing videogames at an even younger age rather than being a teenager. Knowing that teenagers are more experienced with life and have more right from wrong knowledge, violent video games that children play would influence their behavior substantially. “Those who watch a lot of simulated violence, common in many popular video games, can become immune to it, more inclined to act violently themselves and less likely to behave empathetically, said Dimitri A. Christakis of Seattle Children’s Research Institute” (Brody).
A survey of 1,102 adolescents found that 97 percent had played video games in the past day. Although most parents checked the censor’s rating before consenting their child to obtaining it, 50 percent of boys and 14 percent of girls favored games with an "M" (mature) or "AO" (adult-only) rating, which suggests a high degree of violence. Social scientists believed that children are more probable to mimic the actions of a character with whom they identify. In violent video games, players participate as a character, and even choose which weapons they’ll use while fighting other characters. Similarly, repetition increases learning. Video games involve a great deal of repetition. If the games are violent, then the effect is a behavioral preparation for violent activity. Violence in society is not solely caused by violent media. But research shows that continuous exposure to violent media causes people to believe that violence can be an acceptable, positive way to solve problems.
The Effects of Television Violence on Children's Behavior. Television violence causes destructive behavior in children, however television can be a powerful influence on young viewers in our society. Unfortunately, much of today's television programming is very violent. Many researchers, like scientists, pediatricians, and child researchers in many countries, have studied to find out what it is about television violence that makes it such a big affect on the way kids act and behave.
Does violence on television have a negative effect on children and teenagers? The violence shown on television has a surprisingly negative effect. Television violence causes children and teenagers to become less caring, to lose their inhibitions, to become less sensitive, and also may cause violent and aggressive behavior.
While I do agree with the fact that video games can influence a child’s behavior, I believe it is more likely to happen to young children rather than fully-formed adults. In addition I also think that the solution to this violence problem is not to completely ban the use of violent viodeogames but rathe fr the parents to limit the amount of time spent on them. Through the continuous use of videogames is where we can find most of the issues discussed
Both mediums of mass entertainment, movies and video games, can severely impact the audience that is engaged in them. Video games require much more involvement of the player because the player of the game controls the avatars every move. Many games such as Call of Duty, Assassins Creed, or Grand Theft Auto involve extreme violence, in which the player is killing other players to achieve objectives or points. From a narrative role, videogames offer many different options in terms of gameplay and the overall outcome at the end of the game. According to Darren Franich, “Videogames have become more “filmlike,” with more realistic characters and complex plotting,” (Franich, 2011). Video games affect the younger generation immensely, which is important to recognize because the younger generations are the ones causing the most problems within society. There are kids as young a ten years old playing violent video games for excessive hours, daily. According to a recen...