With the video game industry making billions of dollars each year, we see article after article coming out on the news attacking them. They have been said to rot your brain, make you fat, and turn you into serial killer, incapable of feeling emotion or empathy for your fellow man.
I’m here to help shed a little light on this and hopefully convince people that me playing Halo 4 on a regular basis isnt going to destroy my life and may even improve it.
First off, the type of video game does not matter in causing violence as much as the amount of time spent playing does. As stated in a study by the Oxford Internet Institute at Oxford University, ”Those children who spend more time playing games might be slightly likelier to be hyperactive and to get into fights. But violent video games seem to have no effect on behavior, according to British researchers”. So videogames, both violent and non-violent, when played for too long, can lead to more aggression.In the same study, it’s stated that “The researchers found that the 22 kids who played video games the most each day were the likeliest to have behavioral problems, exhibit hyperactivity and have trouble academically, although the effects were "quite small in magnitude,” So, even though there were behavioral changes in
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In reality, though, the two students had ben shown to have mental illnesses and many other factors that could’ve contributed more to what happened thatplacing the blame on video games simply because they’re violent. People often have a knee-jerk reaction and immediately blame the video games, without taking into account anything else from their lives that could have had a bigger role in their
This article is a very useful source. Is useful because it answers the question, “Do violent video games cause an increase in aggression.” The question is answered thoroughly by the author because they cited recent studies, examples, and peer reviewed or scholarly sources that all concluded that violent video games cause an increase in aggression. The author is objective because they countered their argument by stating that
Halo: Combat Evolved was introduced on November 15, 2001. The Halo franchise had grown exponentially over the years making it one of the game changers in the gaming industry. Halo 2 and Halo 3 were the most ground breaking and different games in the series in that they were able to give players more diversity than ever before. These games pushed the story, art, multiplayer and features to new heights. They even helped the player connect personally to these main characters and create a personal feel to the game.
PS4 and XBox One represent a large chunk of your life. That's undeniable, however, it doesn't hurt to think about life outside of games either. Increased focus and energy is certainly important in the realm of video games, but it can also help with school, relationships and just about any activity one can think of. There's only so much a cup of coffee can do to improve your life. AYO;'s benefits, on the other hand, are
In a society full of teenagers playing action video games we should try to focus on how to harness the potential of video games instead of trying to abolish them because people seem to think that there are many negative side effects of video games like being violent. We should instead try to look at the positives of video games, like how help people interact with others online when playing multiplayer action games, building socialization skills. There are also benefits while playing alone like increased reaction times in order to stay alive in single player action games helps improve decision making skills. Playing action video games like Halo 4 is helpful to society because it helps teenagers build skills needed in a workplace such as cognition
The first question gamers have in mind about any game is whether or not the gameplay is good. Today’s generation of gamers love fast paced shooters and Halo 5: Guardians is one of a kind. With thruster packs, sprint, and new spartan abilities, the features force older players to adapt to a new kind of Halo. As someone who has played every Halo game besides Halo: Spartan Strike, these changes can be a double edged sword as those used to the old design of Halo might not play because of this. If you love fast paced games however, than this is the game for you. That being said, Halo 5: Guardians still suffers from its poorly designed
Many would want to argue that the everyday use of video games could actually do more harm
(Very long rant beginning:) Another atrocity of unpolished-ness that 343i have committed is the size of update. Halo 5 currently sits at 87.3gbs on my hard drive which is extremely unnecessarily massive for the amount of content in the game. Let compare that to other games.
Furthermore, no one is using video games as any sort of indicator of possible future violent behavior. The blame only comes after a major violent incident. Partially, this is because of how ubiquitous gaming has become. A study in 1996 showed that 98.7 percent of children, regardless of gender, had played video games, with violent games being particularly popular with males (93 percent had played fighting game “Street Fighter II” alone.) That was just in 1996, meaning the number has surely grown since then. With that many people playing video games, it’s almost impossible to find a crime that can’t be blamed on video games with the “They played games, that must be the cause” argument. In truth, the only useful indicator of potential future violence (as reported in a 2007 Secret Service report) was the person in question saying they wish to perform violent acts.(Ferguson)
Numerous studies have been done, showing no direct correlation between video games and actual violence. “The US Secret Service conducted a review in 2004 aimed at identifying causes of school shootings, and it found just 12 percent of studied attackers -- that's 5 out of 41 -- expressed an interest in violent video games”(Conditt, 2018, para 6). It was found that video games actually decrease violence in the real world. There was an economic study conducted in 2016 that found, ¨a reduction in crime in the weeks after major video game releases¨ (Conditt, 2018, para 7). This is because the video games give people an outlet to release violent thoughts and frustrations in a safer, virtual environment. In fact, video games actually decrease violence on the
Man has a need for entertainment. People through history have solved this need by filling it with theatre and games, but today people have combined those two aspects to form video games that are now a very large portion of our culture. A popular game today that was released back on October 27, 2015 is Halo 5: Guardians. This first person shooter video game, for the Xbox One gaming platform, is portrayed in a science fiction universe that shows a future conflict which has lead to entertaining many people. Halo 5 has been developed by 343 Industries and published by Microsoft Studios. People will want to play Halo 5: Guardians on the grounds of it’s intense player gameplay and the overall success of the game itself.
Video games are loved by many people. People even make money by playing video games and posting them on YouTube. But many people argue that violent video games cause real life violence in children. Many video games have actually been banned in countries. One example of this is Watchdogs in the United Arab Emirates. Violent video games do not promote violence in kids under 17 because it has not been proven to increase aggression, there are recommendations for age groups on the package because of this, and countries that have a high percentage of video games use, have low gun violence.
If you did not know anything about these two games you would believe that these games influenced the two shooters to shoot up their high school. But knowing the actual game and what it's about has nothing to do with killing innocent people or
The effects of both violent and non-violent video game playing can be determined by the amount of time playing the video game and by the content of the games being played. The content of the games being played could definitely have a factor in how a child performs in school, and how aggressive they are towards peers and teachers. Obviously if a child is playing hours upon hours of violent video games, this can lead to them acting out violence and having no consequences for it. If a child took the time that they played video games a week and used that time to be engaged in reading, homework or even a creative activity we’d have less issues with our children’s school performances. Parents should really be monitoring how long their child is playing video games, but this doesn’t always happen. A child who plays video games for long periods of time could also build up a social wall, become a loner. It is important for children to interact with other children in order to help develop their social skills, which without will make it very difficult to make it in this world. At the age children start playing video games, it is hard for them to distinguish what is reality and what is not. So in some cases the violent acts in video games could make the child believe the world is a scary place.
In this age of technology, it's very safe to say that a large majority of the world's population has played at least one video game. This can vary from playing games on console, like Xbox-One, Playstation 4, and for the older generation, the NES to playing mobile games like Tetris. There are many consoles that span from the creation of video games. This has opened opportunities to make several kind of games. These can vary from side-scrollers like Super Mario Bros. on the NES, to Role-playing games (RPG) like Final Fantasy IX on the Playstation 1. While this has caused some great games to surface, it has also allowed intense violence to be let into games. Parents and anti-gaming communities state that this is why kids can become violent. This is false, because violent games can be avoided to prevent this issue, and the Entertainment Software Rating Board (ESRB) has even made various precautions to make sure parents know what they're purchasing. Comprehensible symbols, detailed lists, and age restrictions prevents children from "becoming violent".
According to the article “Shooting in the Dark” author, Benedict Carey, states that studies today on violent video games show no concrete evidence on actually long term negative effects on gamers. Mr. Carey is not a researcher or scientist but is a veteran writer of neuroscience, neurology, and psychology. Throughout this article he gives factual evidence and quotes from scholarly sources such as doctors and researchers in the fields of behavior and psychology. The author gives ample explanation on evidence used from his sources to give the optimal understanding to the reader of the results and/or findings given by the sources. The article connects to the modern age of gamers with examples from big name video