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Impact of video games
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When one hears the word video games what is normally thought of? “Donkey Kong” possibly, or maybe the newer games like “Call of Duty” (COD) or “Halo” and “Grand Theft Auto” (GTA). Either way video games have gone though many advancements over the years. Since back in the 80’s when arcade games and games like “Donkey Kong” were around games could only go linearly up and down or left and right. For insistence in “Super Mario” the character could not move backwards only forwards and up and down (jumping). Now when looking back to those old, classic games they seem cheap, glossy and even not appealing to the new gamers of the current generation. This is because of the new development in games, such as, “Lara Croft Tomb Raider” where the graphics, sounds, vibrations from the controller makes the game so realistic. It’s almost as if those playing are in the game and are experiencing what ever it is the main character is going through. These games however fun and realistic they are, seem have a bad side affect to the youth. Games like GTA can affect the upbringing of young children who play even though they are not yet at a development stage to handle the level of violence in the game. There have been cases where children have reenacted the games, and many children who play start to think that the violence is okay. Teenagers and young children are at developmental stages where they are the most vulnerable to outside influences. Frances E. Jensen said a few things that caught my attention; “The teenage brain is not just an adult brain with fewer miles on it… It’s a paradoxical time of development. These are people with very sharp brains, but they’re not quite sure what to do with them.” These students can be very smart academically and... ... middle of paper ... ...ough games such as GTA do not give a good impression to the youth who tend to play them, it has not been proved that it affects them negatively to the point of them doing criminal acts. However, it is noticeable that a lot of younger teens and children play these games like GTA and COD, although it is not meant for their age. I believe even if there is no solid proof that it negatively effects them to the point of breaking the law, that they should not be allowed to play them because there is still enough evidence to show that it does negative effect their attitude. This is not to say that the game stores are not doing a good job in making sure that the people that buy these games are old enough, but there is no way of stopping parents from buying these types of games for their kids. Parents should do some research and look at what they are buying for their children.
McMahon’s “Inside Your Teenager’s Scary Brain” discusses how adolescent’s brains are delicate and can easily affect their development in a good or bad way, depending on the individual’s experiences. According to Jensen, a Harvard neuroscientist and senior neurologist at two Boston hospitals, “teenage years comprise one of the brain’s most critical periods of development”. She parallels her experiences with her own children with observations of teens in general. With new research continuing to surface, studies illustrate how susceptible juvenile’s brain are and how this could generate different techniques on how society, parents, and teachers handle them.
Further research indicates that a person's intellectual capacity is at its greatest during these years. So much so that it could be compared to that of a full grown adult. The brain acts as a sponge soaking up all the information around it, learning as much as it can. “Adolescents and adults seem to engage different parts of their brain to different extents…” Thought the intellectual ability of a teen can match that of an adult does not mean that they think and interpret things the same. While performing tasks such as solving different problems and test, studies show that, when compared side by side, teens use different parts of the brain to different extents then the adult. This is due to the fact that the brain is still “Under Construction”. Therefore teen must use different parts of the brain for the same task as not all aspects of the brain are ready to handle some tasks, causing different results in different emotional and behavioral responses. This indicates the teen brain is still maturing
...r easily purchase them without serious consideration for their youths wellbeing and evaluate for themselves if any videogames including violent ones, are beneficial for their children. Take for example “the case of the eight-year-old boy in Slaughter, Louisiana, who over the summer picked up a gun and killed his elderly caregiver after playing Grand Theft Auto IV”. At first glance it seems like the videogame might be the catalyst here, but upon closer inspection we can see that the big issue here is that there was the eight year old child had both unmonitored access to violent media that is intended for ages 17 and up, and unmonitored access to a loaded weapon. Adequate parenting in spite of the lack of supported scientific research being applied to this situation would have more than likely resulted in the survival of the elderly caregiver of the young boy.
As every child grows up in a different environment, not all have a safe one to grow up in and as a result everything that surrounds them becomes apart of the clarity that their mind incorporates and becomes apart of that child 's behavior of way. In terms of brain development children or teens often listen, and see what is around them, it is also said, by researchers of the National Institute of Health, that in recent studies that were made that in teen years massive loss of brain tissue...
The first video game arrived on the scene in the 1950’s. It began as a rather simplistic form of entertainment including games like “Tennis for Two” and “Ping Pong”. Fast forward 50 years later and current games advanced extremely beyond the basic oscilloscope. Developed animations have lifelike characteristics; some even mimic the movement of the player’s body. Video games have evolved and with evolution come many concerns about its sometimes violent and immoral contents. This presentation serves to educate whether video games have a negative effect on the behavior of youth. We will highlight both negative and positive aspects of the practice and use statistics to help you make an inform decisions when selecting games for loved ones.
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.
First of all it is important to specify what exactly children are being exposed to when playing these games. There are several controversial topics inside of mature rated video games, most notably being violence and gore. According to the Entertainment Software Rating Board, or the ESRB, there are over eighteen thousand video games featuring violence and gore, several of which feature realistic looking human characters fighting and even killing other human characters. Another controversial topic in video games is the harsh language. The ESRB notes that an astounding twenty-eight thousand video games have language that someone could find offensive. Many children are younger than ten when they begin to play video games and being exposed to offensive language could start the child to using similar inappropriate language. Approximately the same number of video games have drug or alcohol abuse. In the majority of games containing drugs or alcohol a character will use them with little to no consequence, being completely unrealistic possibly making a child believe they could use the same d...
The first reason video games are an issue is that many video games made today possess content that many people would consider to be obscene. The term obscene covers violence, profanity, and sexual images (obviously). Such videogames are usually branded with the M (mature audiences only) rating on the front of the videogame cover. This means that only players seventeen or older should be playing such games. However, many children around the ages of twelve and under are acquiring these video games as gifts or are purchasing the games themselves. Therefore, it can be assumed that the parents are purchasing M-rated games for their children, and that stores are willingly selling these young children M-rated games. As Paul Keegan says, parents are not following these ratings and stores are not enforcing them, thus allowing young children to view content that is considered obscene (6). Thus, if parents understand and follow the various video game rating labels, and if stores enforce the videogame rating system, then young children will not be as easily able to view mature material.
The Development of the human brains can affect our behavior in many ways. The teenage brain or adolescent brains does not process the
Spinks, S. (2000). Adolescent brains are a work in progress. Retrieved November 18, 2011 from http://www.pbs.org/wgbh/pages/frontline/shows/teenbrain/work/adolescent.html
Video games are a rapidly growing industry. There are nearly two games sold for every household in America each year (Anders 271). The vast majority of these are sold to adults, but there is no national law that prohibits minors from buying violent video games. A few states have legislation pending that will prevent this, but the fact is that minors do have access to violent video games. There is a voluntary rating system implemented by the ESRB, where games are rated based on their content. The games that are rated Mature are not supposed to be sold to anyone under seventeen and Adults Only titles, but “some retailers do not impose such limitations” (Anders 271). The bottom line is that minors do have access to these violent games.
“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
video games put in the market in the last five years. It is a whole
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...
Over the years gaming has become a widely popular aspect of our culture. Kids and teenagers have replaced riding there bike or playing with dolls for video games that connect people together all over the globe .We have all been there at one point and time, there are games for just about anybody. Video games are for all age’s yes us adults love to play them to. Playing video games are fun but not a lot of people realize the impact video games can have on the body physically and mentally. Excessive playing of video games can cause decreased social skills, deterioration in health and increased aggressive behavior.