GTA Bad Influence

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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…

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”

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