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The effect of video games on youth
Negative effects of violent video games on behavior
The effect of video games on youth
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Owing to the direct exposure of malicious video games, there's a diminished level of empathy and pro-social behaviour in children. Prior to this, Most young perpetrators, develop repugnant personality traits, such as aggression and impulsiveness which are apparent when predisposed to violence. For instance, gamers are often rewarded through money or points rather than being penalised for shooting prostitutes and bombing cars. Consequently, this may encourage malevolent activity in the real world. As Dr. Phil agreed that “instead of soothing themselves or even expressing anger emotionally, they tend to externalise it” Notably, spending a vast amount of time on GTAV leads to desensitisation to belligerent behaviour which can escalate into …show more content…
a harmful and destructive outcome. Grand Theft Auto is critically acclaimed and differentiates itself with an imposing detail, plot and dynamic virtual world; it's so absorbing and compelling that they soak up huge amounts of teenagers time and attention to the extent where players begin to show early symptoms of game addiction and become socially isolated. Children will therefore cut out other 'healthy' activities and won’t prioritise being with family and friends nor socialise or communicate effectively. This will often take precedence over personal hygiene, eating properly and sleeping. Players of GTAV can buy dangerous weapons, and subsequently murder and steal; certainly many people believe these games can have a bad influence?
The immensely popular GTA is a hybrid between the strong sexual content and use of drugs. This describes the content of GTA 5; one of the most popular video game among teenagers and children. To receive similar rewards throughout the game, players of GTAV repeat the same callous behaviours. At any rate, GTA game play has become so ubiquitous and notorious among children that it has altered their abilities to distinguish between right and wrong; as Chaz Green recalled “When your daughter comes home from elementary school crying because someone swears at her, you might change your tune” players' roles are to complete missions in a city to work their way up a criminal hierarchy, this fuels and stirs the hostile urges to do something similar in the real world. Exposure to anti-social content perpetrates children to cause harm to society. Similarly, players of GTA are more likely to identify with a violent character. So if you're characterised as a first person shooter, you will have the same negative and visual perspective as the killer which can alter the way you think. Highly interactive games allow players to use realistic weapons such as rifles to further increases the level of interactivity which decreases the gap between game playing behaviours and “real world”
behaviours.
In today’s society, highly addicting video games involving strong violence and language, explicit sexuality and crime often lead to inappropriate behaviors. Role playing games or RPGs allow us to step into a virtual world, cutting ourselves off from worldly distractions. Nowadays, the age range for people who play these extremely graphic games are anywhere from six to eighteen and are surprisingly hazardous to young children’s health. A study gave a group of players playing a violent video game the chance to blast a painful sound into their opponent's ear in order to get the upper advantage. They also gave another group playing non violent games, the same opportunity. The study showed that overall the gamers playing violent video games were more prone to inflict more pain on their enemies, unlike the other group who inflicted considerably less pain. Kelly McGonigal, Ph.D who did this study agrees, “violent video games desensitize players to violence, and makes them more violent in real life" (McGonigal). Young adults are exposed to these terrifying images, harming their mental health. In recent events, a young eight year old boy shot his grandmother after playing Grand Theft Auto. This game is the epitome of why young people should not be playing these games. It is comprised of murder, drug and alcohol abuse, criminal behavior, violence and general disrespect for women, and foul language. In summary, young people should not be playing these games in order to save their mental health. Furthermore, television contributes to desensitizing society with it’s ...
Also, how the result of violent gaming affects the actions of the children shortly after the finish playing. Overviewing the work of physiological professor Helen Fisher, Sauer concludes that playing a mass variety of games can have different effects on a child. Documented by Sauer, “To the extent that this task is representative of real-world risk taking in a driving context, Fischer et al. found that racing games can have negative effects on traffic safety: increasing risk-taking behavior, risk-promoting cognitions, and positive attitudes toward reckless driving” (Sauer 206). A child does not have to shoot a gun in a game such as Call of Duty or rob a bank in GTA V, the end result is that the child would think these things are accepted in society.
Rock ‘n’ Roll began to boom in the 1950’s. The music of Jerry Lee Lewis, Buddy Holly, Little Richard and of course Elvis Presley quickly became popular to the younger American generation. As for most parents or older Americans, they were afraid that this new style of music would promote sex and rebellious behavior. Rock ‘n’ Roll music however, did so much more for the United States in the 1950’s and 60’s. Because it started in the black culture, Rock ‘n’ Roll was bound to change American views on race. This music also lead to the thought of children growing up way earlier than they used to, creating the new term, teenager, or the time between being a child and being an adult. It was teenagers out of all the American generations at this time who really became influenced by Rock ‘n’ Roll. Rock ‘n’ Roll was the only kind of music that talked about how they, as teenagers, truly felt about growing up and wanting their independence as an adult. Rock ‘n’ Roll was thought to have changed American society because of the ways it portrayed sexual behavior and black rights, but it simply reflected the changes that were already underway .
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
Grand Theft Auto 5 is a game that was released in 2013 by Rockstar games. It was one of the most popular games released that year. While it is recognised in advertising that sex sells, in the world of video games it is violence that sells. The violent themes of Grand Theft Auto 5 include assaults, killings and torture and these are made realistic by the flawless graphics. Grand Theft Auto 5 is one of the most controversial games to have ever been released because even though it has a rating classification of R18+ it makes its way into the hands of many younger players via parents, siblings or friends. There are serious concerns that exposure to these violent themes will have effects on developing brains. Grand Theft Auto 5 and games like it actually cause violent behaviour, desensitises users to acts of violence, it causes some users to view the world as a scary and violent place and possibly most concerning is the fact that exposure to violence in games gives users the appetite for viewing further violence.
Young Johnny Jensen was playing Murder Cars, a violent game he got for his thirteenth birthday. He was on level 33, and he was about to murder the most cars he ever had by this level. He used his bonus points for deadlier weapons, explosives, and boobie traps. Motor oil is spewing from his victims, it is splattering everywhere. There are tire tracks all over the screen from the carnage. Just as his level is cleared, his mom calls him down for dinner. He calmly replies, “Coming!”, and turns off the game. Not all children handle theses experiences so maturely. Some kids can fail to use maturity and let the games turn into real life. It can be proven that violent video games using research, tracking occurrences, and nothing more prominent contributing factors.
There are so many violent video games it’s hard to find a game without all the violence. If we don’t change the games our young people then they might not have a future. Some people believe video games keep kids of the streets. People don’t know that video games mold are young people monkey see monkey do most. You put your kid in front of a violent video game they will pick up something from that game if it’s good or not they will learn something from that game. Parents if you’re concerned about what kind of game your kid play then you should check the violence...
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
There is a constant debate that the violent behaviors and actions that are depicted in movies, television shows, music, and even video games play a role in the horrific violence that can occur, such as; murder, school shootings, bullying, cyberbullying, and other violent behavior that is constantly seen in today’s society. In the United States, 97% of people ages 12-17 play video games and about two-thirds of these teens report playing games that have violent content in them (Lenhart, et al., 2008). There are beliefs and concern that children and adolescents are acting out in a violent manner because of the movies they are watching or the video games that they are playing. Take a look at movies where the character or the main stars of the movie are murderers or criminals and they are revered as famous. An example of this is the movie “National Born Killers” copycat crimes; there are reports of kids watching this movie and then going and committing heinous crimes to act like the characters in the movie. The shooting of William Savage and Patsy Byers is a testament to this. On March 5, 1995, the two teens Sarah Edmondson and her boyfriend Benjamin Darras spent the night taking LSD and
Sion Sono, having directed 46 films since 1984, is one of the most prolific filmmakers of Japan, excelling, since the beginning of his career, in everything grotesque, abnormally erotic and exceedingly violent that can be found in a movie. He is considered one of the artists that finally modernized the preterit genre of J-Horror, transforming it into something closer to the ero guro style that includes, besides terror, eroticism, sexual corruption and decadence, both physical and spiritual. Sono, who is also an accomplished poet, started his career by winning a fellowship from PIA Awards, a competition aiming to finance, produce and promote films by new directors. Having secured funding from the festival, he then went on writing, directing and starring in Bicycle Sighs that played in over 30 venues in Europe and Asia, establishing him, from the beginning of his career as a global presence.
Many kids get angry at these games when they lose and can take it out on others. These games are promoting these kids to have more violent urges. Jill Adams, the author of “Effects of Violent Video Games”, states:
An article on Procon.org says, “A peer-reviewed study published in the Journal of Adolescent Health found that children, especially boys, play video games as a means of managing their emotions: "61.9% of boys played to 'help me relax,' 47.8% because 'it helps me forget my problems,' and 45.4% because 'it helps me get my anger out.". If anything, shooting games help people more than hurt people because they get to release their anger and problems on Fictional characters. PIxels on a screen instead of real people. Isn’t that better? Some might say that casual players that aren’t angry could become mad from the game either by hackers, “campers” or the difficulty. However, there are no studies from reliable sources that say those reasons have caused actual violence. There have been many fake or unreliable articles about this. Wouldn’t parents encourage their kids to play a shooter game if they got angry? According to them they shouldn't because they are violent, causing this anger that people have to be used on someone else.
“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.
“YOU SUCK!” “I killed him!” “Head shot!” These are just a few examples of dialogue spoken by children while they are playing violent video games. These video games might seem like harmless fun, but what if the violence in these games is affecting the behavior of young players interacting with others?
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to