Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Relationship between media and violence
Internet youth and culture
Relationship between media and violence
Don’t take our word for it - see why 10 million students trust us with their essay needs.
The future is a mystery that human beings can’t figure out because the mindset ideal of the future. A step to get close to the future has been the revolution of technology. It has changed society individually and mentally for the reality for the future. However, technology has change entertainment in the manner of video games. Development to create games has been a phenomenal. Making beautiful digital graphics, wonderful story-lines, and human graphic characters that can talk to an individual through certain scenarios. Although video games are a great revolution for the future it has brought negative influence upon people of all ages in high problems leading into transition behaviors like addiction, violence, and signs of aggression.
First of all, “addiction does not happen by accident and can be based on interplay between chemical and biochemical processes along with psychological while the emotional environmental factors that include objects and activities addicts use and how they regard by gaming.” (Mcquade et al… 23) By this addicts turn gaming to reality changing certain criteria over social ways and behaviors. To start with gamers or players tend to lose themselves to fantasy games. Which is developing their own minds to think their character is superior in any possible activity leaving the impression of doubting their own physical features. In ways, games can influence the source of false romance. For example, when online players are courting other players to become a buddy on a certain game it is highly influenced to players to set values of dating in a virtual worlds or realms. The reason why is some potential gamers feel like they can connect to other player because what they think is they can score with the oppose se...
... middle of paper ...
...s: The Impact of Video
Games. N.p., n.d. Web. 29 Oct. 2013.
.
Roberts, Kevin. "Cyber Junkie: Escape the Gaming and Internet Trap." Cyber Junkie: Escape the
Gaming and Internet Trap. Vol. 77. Hazelden: Center City, MN, 2010. Rpt. in Teens at Risk. Ed.
Stephen P. Thompson. Detroit: Greenhaven Press, 2013. Opposing Viewpoints. Opposing
Viewpoints In Context. Web. 4 Nov. 2013.
Ellis
English 12
22 November 2013
Page 2
Schaffer, Amanda. "Violent Video Games Are Linked to Real-World Violence." Popular Culture.
Ed. David Haugen and Susan Musser. Detroit: Greenhaven Press, 2011. Opposing Viewpoints.
Rpt. from "Don't Shoot: Why Video Games Really Are Linked to Violence." Slate. 2007.
Opposing Viewpoints In Context. Web. 30 Oct. 2013.
"What Is Gaming to You?" Personal interview. 11 Nov. 2013.
Massoud, Justin. “Video Game Addiction – Five Extreme Cases.” Asylum For All Mankind. Aol Inc. 3 November 2009. Web. 5 May 2014.
Addiction has been defined as "A primary, chronic disease, characterized by impaired control over the use of a psychoactive substance and/or behavior. Clinically, the manifestations occur along biological, psychological, sociological and spiritual dimensions (2)." While there is currently no category for video game addiction in the Diagnostic and Statistical Manual of Mental Disorders (3), which is the manual utilized to diagnose psychological disorders, video game addicts are often described by clinicians in the field as displaying many symptoms characteristic of other addictions. These behaviors include failure to stop playing games, difficulties in work or school, telling lies to loved ones, decreased attention to personal hygiene, decreased attention to family and friends, and disturbances in the sleep cycle (4). Withdrawal symptoms can even include behaviors as severe as shaking (5).
Many kids like Tommy, who spend most of their childhood and adolescences emerged in imaginary lands rather than dealing with the real world at hand, become socially anxious and have low self-esteem later in life. Instead of thriving with a career and family, they relapse back to the same virtual interaction they had as a child. They float through life barely able to support themselves or result to living with their parents. Adulthood seems to them a mere task they must complete in order to continue their gaming. Excessive videogame play for children and adolescents cause social anxiety, depression, and aggression because more time is spent alone engrossed in dynamic storylines and complex situations than outside building face-to-face relationships and other healthy social skills that better prepare them for their future.
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
Problematic gaming has also been associated with increased aggression, low sociability, and low satisfaction. One study found decreased activity in reward processing centres of the brain in those frequently playing World of Warcraft, which is a similar deficiency found in substance abuse” (Swiftwater np). Some researchers say that teens are not addicted to online games: “But what about teens who seem to spend most of their leisure time on games? Heavy gamers — more than an hour a day — actually spend more time reading for pleasure (55 minutes daily) than teens who play no video games at all (41 minutes), according to the Kaiser survey. And Kaiser found only 13 percent of adolescents were heavy gamers” (Glazer 940). The teenagers that are considered the heaviest gamers are the teens that are reading the most. Even though some researchers have said that MMORPGs are harmful and addictive, MMORPGs are helpful with mental health, students learning in school, and skills the users learn that are applied to their
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
As the time passes, technology is expanding and developing many creative ideas. Unlike in the past, nowadays we have computers, TVs, internet, and many inventions that have bad and good effects on us. Children used to interact with society by hanging out and playing sports with each other, but now we can see a big percentage of children who play video games for many hours daily. Addiction controls the lives of people, there is addiction to drugs, cigarettes, alcohol or gambling, and there are some forms of addiction associated with modern life, such as the Internet and video games. Most people think that video games are harmful and a waste of time.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
Video games are not considered as a serious addiction amongst teenagers and adults, often being compared to severe cases of addiction, such as drug abuse or alcohol abuse that may result in the appearance of a decrease in the severity of the addiction. However, video game addiction is a serious matter and has unhealthy consequences for an individual 's life and their health; spending too much time playing video games can take a great toll on one 's physical and mental well-being. Continuing unhealthy patterns of video game activity for prolonged periods of time can result in mental health issues, physical health problems, and a decline in a social life.
The Web. The Web. 19 February 2014 Norcia, Andrea. Parents & Teachers: The Impact of Video Games. Palo Alto Medical Foundation, Inc. August 2013.
Many people believe that video games change people and mislead them to do bad things, such as drugs and alcohol, but it is the opposite. Gaming prevents people from such acts and actually helps to keep them away from the substances. Lots of people, mainly parents, believe that video games harm people so they try to keep their children away from them. In reality, video games make your life better. Video games can provide many benefits to your lifestyle as “numerous academic studies indicate that playing video games has many psychological and even physical benefits” (Guarini). Gaming helps stimulate the brain and advances your problem solving abilities. There are disadvantages to gaming, which is true, but the amount of benefits outweigh them by far.
Video games are often portrayed in a negative manner because they are seen as having an "addictive" quality. Addiction has been defined as "A primary, chronic disease, characterized by impaired control over the use of a psychoactive substance and/or behavior. Despite the wonderful benefits games offer as diversions, spending too much time, to the neglect of normal life duties, and social development with direct contact with others can and often does happen. Clinically, the manifestations occur along biological, sociological, spiritual and especially psychological. Some psychological effects that affect the behaviors are failure to play outdoor games, difficulties in work or school, telling lies to everyone, decreased attention to personal hygiene, decreased attention to family and friends, and disturbances in the sleep cycle. Many video game addicts have strug...
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how video games are affecting their children’s lifestyles.
In recent years, technology has developed very rapidly. This has led to many arguably both positive and negative changes in our everyday lives. One such change was the increased accessibility of personal computers and gaming consoles as well as the introduction of numerous video games. Due to their entertainment value, these games gained popularity among children and teenagers. Although many concerns have been voiced related to playing video games, especially those that are violent, [e.g., increases in aggressive behavior in children (Anderson & Bushman, 2001)], this paper will argue that certain video games also have beneficial effects. They should thus be played by children, teenagers and adults alike albeit with caution.
Several years ago, technology and child’s play were not such as extremely developed as today. Thousands of teenagers have video game as their primary form of entertainment at home. The disagreement about violent video games is because they focus on several subjects such as violence scenes, pornographic content, racism and other resources. For many years, researchers have been debating if video games can cause dependence or not. However, an expert, Jack Flanagan believes video games have a really negative effect on a person’s life and even for children. Jack states that video game addiction exists, and can have the same effects as drugs and alcohol (Netzley 36-37). This shows that video game addiction can be like other addictions