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Effect of video games on child development
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Introduction: Teen violence refers to collective behaviors by teenagers that are not acceptable in society, including slapping, bullying, hitting, assault, and armed robbery. It has a destructive history in many communities, and while many factors contribute to it, modeling behaviors, such as those seen in movies, on the streets, on video games, and at home, are the most common causes. Social engineering factors and psychology also contribute to teen violence, with video games being a particular concern due to their prevalence in violent actions such as the Sandy Hook and Virginia Tech shootings. Analyzing the relationship between teen violence and playing video games is an important issue in society, especially as harmful acts continue to rise worldwide. Literature Review: Research from the Center for Disease Control shows that emotional distress, learning disorders, and attention violence are among the causes of teen violence. Mental illness is linked to violence in society, as people with psychiatric problems often face discrimination and isolation, leading to violent acts. Teens with learning disorders may develop antisocial personality disorder, which can lead to harmful acts when they come into contact with tools such as knives and guns. The prevalence of antisocial personality disorder was found to be the main cause of the Sandy Hook shootings, and the lack of policies to control guns has contributed to mass shootings. American psychologists and physicians have conducted research on the influence of video games on teenagers, with outcomes including smoking, sex, and teen violence. Video games contribute to antisocial behavior, and individuals who have many legal problems in their teenage years tend to have gained exposure to violent video games since childhood, leading to aggression as they grow up. Anti-social behavior in society comes in many aspects, including unconcerned feelings, lack of emotional concern, irresponsibility, negative attitudes, lack of capacity to maintain relationships, lack of tolerance, and frustration. Medical personnel should be engaged in managing mental illnesses to curb the rise of violence in society. Academic Knowledge: Research shows that video games have contributed significantly to teen violence, with modern technology creating negative influences such as crime in society. Psychologists report that most American kids and teenagers watch or play more than five video games a day, and the power of video games on human intelligence and conduct is negative.
Carter, Gregg. Guns in American Society: An Encyclopedia of History, Politics, Culture, and the Law. Santa Barbara, California: ABC-CLIO, 2012. Print.
Carter, Gregg Lee, ed. “Federal Gun Laws.” Gun Control in the United States: A Reference
In recent years our society has experienced many tragedies in which teens have committed heinous crimes for no apparent reason. What inspired these attacks by teens on innocent victims? We live in a violent world and young people are exposed to this violence whether it's by television, music or the Internet. Video games have come under increased scrutiny as to whether or not the simulated violence in video games numbs children and teens to the consequences of real-life violence.
Valdez, Angela and John Ferguson Jr. Gun Control: Firearms Ownership, New York: Chelsea House, 2012. 58-60. Print.
Opposing sides have for years fought over the laws that govern firearms. For the purposes of this paper "Gun Control" is defined as policies enacted by the government that limit the legal rights of gun owners to own, carry, or use firearms, with the intent of reducing gun crimes such as murder, armed robbery, aggravated rape, and the like. So defined, gun control understandably brings favorable responses from some, and angry objections from others. The gun control debate is generally publicized because of the efforts of the Pro-Gun Lobby or the Anti-Gun Lobby.
Ring, Ray. “Guns R Us.” High Country News (Paonia, Co) Vol. 39, No. 14 Aug. 6 2007:10-17. Sirs Issues Researcher. Web. 6 Oct. 2015.
The Web. The Web. 5 June 2015. Flynn, Michael W. “Handgun Laws.” quickanddirtytips.com. 2008.
Wilson, H. (2007). Guns, gun control, and elections. Lanham, MD: Rowman & Littlefield Publishers, Inc.
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.
Tushnet, Mark. "Interpreting the Right to Bear Arms---Gun Regulation and Constitutional Law." The New England Journal of Medicine. 3 Apr. 2008. Web. 15 Oct. 2011.
Guns, Crime, and Freedom states that, no gun law which restricts the right of law-abiding citizens to own guns has been proven to reduce crime or homicides, not even the Brady Law and the “Clinton Crime Bill.” These two laws st...
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.
Alpers, Philip and Marcus Wilson. 2013. Guns in the United States: Facts, Figures and Firearm Law. Sydney School of Public Health, The University of Sydney. GunPolicy.org, 14 March.10 April 2013.http://www.gunpolicy.org/firearms/region/united-states
McClurg, Andrew J. Gun Control and Gun Rights: A Reader and Guide. New York: New York UP, 2002. Print.
“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