Thursday, October 31, 2019
Video Game Violence Research Paper Example | Topics and Well Written Essays - 2000 words
Video Game Violence - Research Paper Example On the other hand, some video games may have potential benefits to children. The gamesââ¬â¢ realistic and stimulating character has made it extremely acceptable and trendy to the younger generation. Statistics show that almost 80% of American children, ages 7 to 17 years old, play an average of 8 hours daily. While some games available in the market are suitably wholesome, beneficial and educational for children; some games, particularly those with ultra violent content could be destructive and inappropriate. The intensification of electronic play together with the escalating incidences of youth crimes has led to massive government and police investigations and legislative schemes worldwide (ââ¬Å"School Age: Video Game Addictionâ⬠). Majority of conducted studies have been centered on the negative correlation between electronic games and aggressive behavior among the youth; and assessment of strategies aimed at reduction of risks to minors. However, minimal studies have been carried out to prove some probabilities of constructive influences on childrenââ¬â¢s development (Salonius-Pasternak and Gelfond 6). Despite numerous researches on the impact of violent electronic games on children, there appears to be as much perplexity as ever. Why do video games increase violence and aggression among the youth? How do these games affect childrenââ¬â¢s behavior? Why do those children already exposed to violence in society choose games of aggression? We may or may not find convincing answers to link video games with violent behavior. Psychoanalysts, educators, scientists, computer technologists, parents and even commoners may give different opinions and through them, we will be able to understand the reasons behind their arguments. This article will analyze the different viewpoints of different observers. Potential benefits and negative impacts will be presented, as well as this authorââ¬â¢s personal analysis on the issue: Evidences of exhibited aggressiv e behavior in children and the growing incidence of crimes committed by young gamers are linked with over-exposure to video games; however, the probabilities of video gamesââ¬â¢ positive influences should not be ignored. Evidences of exhibited aggressive behavior in children and the growing incidence of crimes committed by young gamers are linked with over-exposure to video games; however, the probabilities of video gamesââ¬â¢ positive influences should not be ignored. In the seventies, modernization and technological innovations introduced electronic game play to society, particularly targeting the interest of the younger generation. Since then, video game play became a major part of childrenââ¬â¢s daily activities. In the 1980s, classrooms were equipped with computers and later, computers were recognized as providers of knowledge. Studies showed that educational software and games can undeniably have numerous beneficial effects on childrenââ¬â¢s academic performance (K ent). The beneficial effects electronic play has on children should not be discounted. Video games are educators. The interactive nature of this electronic media can be highly motivational; children become enthusiastically connected; they learn through repetition; and are rewarded for skillful
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