Violence in Video Games
Violence, killing, blood, and drugs are just a few of the things kids see on their games everyday. These things impact a child more than we realize. Many parents do not limit their child’s screen time, or monitor what they play. According to, Pamf.org, “Part of the increase in aggressive behavior is linked to the amount of time children are allowed to play video games—and daily media use by children is increasing significantly.”. Media especially video games affects the behavior of people in society.
Technology is a big thing in our world today and it will continue to grow. According to nydailynews.com, “The average American then spends another 32 minutes a day on time-shifted television, an hour using the Internet on a computer, an hour and seven minutes on a smartphone and two hours, 46 minutes listening to the radio.”. These numbers show that we revolve around technology. While doing these daily tasks we may not realize how much violence we are actually witnessing.
Video games were first introduced in the 1940’s and since then they have evolved greatly. A half-billion people on earth play video games an "hour a day," of whom 183 million are American. In fact, 97 percent of American young people ages 12 to 17 play video games (Jane McGonigal). There is a huge number of young people that play video games daily, many whom play it way longer than in hour. Video games are an everyday task to many people, but they do not realize the harm it can cause.
For decades, the media has been accused of being a bad influence on the nation's children. Everyone has heard stories of little kids jumping off of their decks and hurting themselves after viewing the old black and white episodes of Superman. Years later, and there could possibly be a link between kids playing video games and those same kids later murdering their fellow classmates. Possible links such as this one continue to fuel the research supporting the idea that video game violence increases aggression in children.
Arguments concerning social media’s affect on children often being with television. Experts on the other side of the argument claim that television leaves a negative effect on children that leads to obesity and violent behaviors. Manfred Spitzer writes “After 6 months, children in the intervention school had a lower BMI and behaved less violently during break times…” (pg. 1388). Not only are the effects written by Spitzer possible but experts also argue that children may become less sensitive to the pain and suffering of others. Children may be more fearful of the world around them and they may be more likely to behave in aggressive or harmful ways towards others. The violence exposed to children through media doesn’t cease to exist with only television. Video games are often blamed for violence crimes in children and youth as well. Craig A. Anderson, a psychologist along with others concluded in a 2010 review of video game violence showed that “evidence strongly suggest that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.”
Technology is an important aspect of change in our world. As time goes on, we are introduced to more and more technology every year, which includes media such as video games. The increase of technology has also increased and improved the world including ways of communicating and distribution of information. More often used outlets of media are those used for entertainment purposes, like television, internet and video games. The ones who are most likely to engage in these media outlets are millennials and the most recent generation Z, because they have been introduced to these outlets from a young age. In fact, a study found that children spend around 9 hours a week playing video games (Polman, de Castro, & van Aken, 2008). It is evident that video games are progressively becoming more violent in nature, and with children spending as much time as they do playing video games, there are questions that must be asked, is the violent nature of video games effecting today’s youth? And if so in what ways?
(White, 2009, p. 2) Video games also cause children to develop social problems. Their empathy decreases and they are less willing to help others. Children become antisocial spending less and less time interacting with family members, friends, and playing. They are controlled by what is occurring on the screen in front of them, locking themselves up in their rooms, or away from others just to play endless hours of video games. Video games have progressed over recent years becoming far more violent, sophisticated, and addictive. Studies have shown that the effects of video games and aggressive behavior follow almost the same pattern as that of studies with violent media such as cartoons.
Side effects of video games number just about as many types of video games that people play. In Lisa Weber’s article “Positive Effects of Video Games on Children,” she states several benefits that children obtain when they play video games. Some of these advantages include the areas of social development, education, and an emotional outlet. As a result, Lisa clearly displays her stance on the positive side of the opinions of video games. However, electronic gaming contains a voluminous amount of pernicious effects. When young adults and children partake in video games, they come across numerous experiences that could have a negative influence on their lives.
An epidemic is beginning to sweep this nation. In this modern society, a majority of children, teens, and some adults are showing signs of what some experts refer to as video game addiction. Many professionals have differing opinions on the addictive nature of video games, but it does not take an expert to see that children are no longer playing outside, toddlers have learned how to operate pieces of technology that are challenging to some adults and cry when they are taken away from them, and some adults jeopardize their health every year by risking malnutrition and heart disease all in the attempts to play video games.
Have you ever wondered why people enjoy playing video games? Players often find video games to be fun and exciting. But there’s a downside. Many adults assume that video games are harmful to the player, but that’s not necessarily true. Most people don’t understand that playing video games also comes with many benefits. We need to change how the world targets video games as always being “harmful”. Although, many people think video games are harmful, video games have positive effects on people in terms of perceptual tasks, having great educational potential, and improving problem-solving skills.
By the year 1980, almost every house in America had a computer or a television. The issue of violence in these media products has been a highly-debated issue for the past few decades. Recently it has become extremely popular in the subject of violence in video games. It is rumored that games such as “Call of Duty, Mortal Kombat, Battlefield, Halo and many more have been the culprit behind a recent spike in childhood aggression. Many people have their own views on the subject, but it has been most commonly deduced that aggression is caused by the games, but violence does not always follow the aggression. Violence in video games has been proven to have a direct correlation with the aggression in children.
Since the 1950s, the effects of videogames have been debated on whether it is harmful to kids.(Carey) During the years, various videogames have developed more gruesome content and have been blamed for crimes such as school shootings. But in recent searches people have found that studies connecting videogames and violence are frequently flawed. Additionally, people have stated that it influences kids into immoral behaviors but, it actually can improve their behavior. It is also scientifically proven that videogames are beneficial in various ways.
Video game addition is a serious problem in many parts of the world today and deserves more attention. It is no secret that children and adults in many countries throughout the world play video games. According to Jennifer Seter Wagner, studies show 92 percent of under ages of 18 play video games frequently in the United States. A video game is an electronic game that needs the players to generate visual feedback on a video device such as a TV screen or a computer device. There are two concepts that people have about addiction to video gaming: some people believe video games benefit children mind, but most people consider video games have negative side effects for all ages. I strongly believe that addiction to video gaming has negative side effects for teenagers such as wasting money, disobeying parents, skipping class to play games, and others.
Video Games have come a long way since their first introduction into the main stream. With video games becoming more sophisticated and using advanced technology, it seems as if video games are closing in on the gap between games and reality. However, as video games become ever so life-like it brings up the question of if the violence associated with video games is having a negative consequence. There have been many accusations over the years over the harm video games are causing children and teenagers. Experiments have been conducted trying to associate a link between video games and aggressive behavior. Even the media has been known to point fingers at video games for the cause of children
Technology is advancing and with that comes advancements in video games. Most video games such as Call of Duty, Grand Theft Auto, Assassins Creed, etc. focus their attention on violence and killing enemies. More and more techniques are introduced by video game companies to make this certain entertainment interesting for young children. This brings up the question, “Do video games cause violent behavior in children?” Children that spend a lot of time on these games will hurt their behavior patterns as they grow up.
Parents and other adults have begun to become more concerned about violent video games due to the increased reality in the games. However, society may not realize how children and teens are affected by these games. In modern times, children and young adults are affected by violent games in a negative way by causing changes in their behavior. The average American child watches 28 hours of television a week and by the age of eighteen will have seen 16,000 murders and 200,000 violent acts (Gallagher). People who defend violent games like to point out that playing the games does not mean all players will go out and commit acts of violence, and that millions of people who play do not demonstrate violent behavior(Hicks). Although that is true,
In recent years, technological advances have introduced many new forms of entertainment, one of the most popular being video games. Since their introduction, professionals and parents have become concerned with the addictive power that video games can have on people, particularly children and adolescents. Today, concern has shifted from the addictive effects of video game playing to the possible effects that they have on players’ aggression levels. As defining aggression as any thoughts or behaviors related with the intention to cause harm. Many scholars have been researching videogames' effects on children. The most popular aspect of videogame research is whether or not games increase aggression.
“Life is a video game. No matter how good you get, you are always zapped in the end” (“Video Game Quotes” 1). Over time researchers, psychiatrists, and parents have often wondered how damaging violent video games can be to the youth in society. This is an important matter to people with children in their personal lives or work environment. These games have become a large risk factor for aggressive behavior in children. Researchers have been saying that video games do affect adults as well; however, they have even more effect on younger brains in early development. Video games have negative effects on childrens’ behavior. Some effects that video games have are reduced academic performance, aggression, obesity, and emotional disorder.