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  • Essay / How Video Game Violence Affects People

    Over the years, as technology has become more and more superior, the quality of our entertainment has also improved. One of the fastest growing entertainment markets in the world is video games. Most video games have implemented violent behavior towards everything ranging from actual players to innocent animals. In recent years, the video game industry has come under fire for the amount of violence that is introduced into games and then sold to an audience not intended for them. The negative reaction not only from parents, but also from people concerned about the impact of violent video games on teenagers and young children, is alarming. Teenagers and young adults are still learning, and therefore when they pick up a violent game, they become more susceptible to indoctrination. So the answer is yes, violence breaks the wall of reality because it leads to anger and external problems. It is because of the impressionability of adolescents and young children that violence in video games triggers emotions in real-life situations. Say no to plagiarism. Get a tailor-made essay on “Why Violent Video Games Should Not Be Banned”? Get an original essay Although many argue that violent video games actually play a major role in a person's mental state, some believe that it is just an easy and harmless way to vent impulses sudden. School shootings seem to be the breaking point for this topic, such as the horrific shooting massacres at Columbine in 1999 and at Sandy Hook Elementary School in 2012. The perpetrators were known to regularly play video games , even if others who frequently play games don't want to. harm anyone. Aggression and video games are among the most studied and best known. More than 90% of children and if we consider children aged 12 to 17, this figure rises to 97%. Considering all children aged 8 to 18, approximately 85% of video games contain some form of violence. An example study found in an article in Frontiers in Phycology shows that the link between video games, but more violent games than not having a gift like an increase in children's behavior. But in which the ability of playable factors determined the level of aggression in multiple scenarios, given current beliefs about violent video games and family life. Time and time again, more and more studies have concluded that rational thoughts are linked to aggression. According to Bandura's theory (Bandura, 1989), adolescence is shaped much more by what we watch and hear. As a result, adolescents have much more control and may experience unstable thoughts and emotions. Second, studies of family life have shown that the way parents teach and supervise their children can have a positive or negative effect on the child's well-being, and that these catalysts play a role in aggression as well. throughout a child's adolescence. While families with a positive atmosphere have fewer stressors and tend to result in less violent outcomes, children ages 8 to 15 who live in homes with more access to violence (television, media) tend to show more signs of physical aggression. , let's return to Newtown, Connecticut, where 20-year-old Adam Lanza killed 26 innocent people, 20 of whom were children aged 6 and 7. Are video games to blame? Well, after the police raided the Lanza house, acollection of computer games was found, including the very popular Call of Duty and Grand Theft Auto. And others included more first-person shooters like Left for Dead and Doom, and an unknown computer game called "School Shooter" in which you play a character and do what the title says, go to school and start shooting other students. Of these games, all of those listed have an M rating from the Entertainment Software Rating Board (ESRB). So how does the ESRB rating system work? The ESRB must rate everything from apps to physical games (e.g. boxed). For everything to be rated by the ESRB, you must first fill out a questionnaire and this event compensates for violence, sexual content, language, controlled substances, etc. Second, they examine the game itself through gameplay and cutscenes. Then, once the first two steps are complete, a group of “professional” raters debate what the rating should be for the specific game. Once they reach a verdict, ESRB staff neglect this work and ultimately grade the product. Rating categories include Everyone, Everyone 10+, Teen, Mature, Adults Only, and Rating Pending, which means the product has been announced but not yet rated. Video games have been around for half a century and they are becoming too realistic. In the biography "Unplugged: My Journey into the Dark World of Video Game Addiction" by Ryan Van Cleave, he recounts how a popular online game World of Warcraft tormented his life to the point of affecting his lifestyle even. the point of suicide. World of Warcraft is the largest PC MMO (massively multiplayer online), with an active player base of 12 million and growing, and annual revenue of $180 million and growing. GTA (Grand Theft Auto), one of the most famous games on the market, has been played by 56% of teenagers in the United States aged 8 to 18 and, as media becomes more and more present, the percentage increases. GTA has an EBSR rating of M17+. Knowing this, I am quite troubled that even a federally evaluated system cannot protect our youth. One thing is clear: children play video games on a scale that interferes with school, family life and with the individual on a psychological level. Some studies even suggest a direct link between video games and physical aggression, attention deficits, and how children behave and perform in school. We've talked about aggression being a common factor that leads to violent video games, but what about it? , for example, academic performance. It has been proven that the more sensitive you are to video games and spend several hours playing them, the more problems you have in school with attention deficits. And it just makes sense to think that time spent playing any type of video game takes away time from homework and social events. In a study of 1,491 children ages 10 to 19, Cummings and Vandewater concluded that by adolescence, children with combined reading and writing skills spent 64 percent less time on such activities. (2007) There is also a common denominator: children ill-equipped for school tend to turn to video games to create a space in which they can pretend and be who they want to be. In other studies, Gentile, (2009) found that children who are more involved in the games they play are three times more likely to be diagnosed with ADHD or other cognitive deficits. It is thanks to these studies which conclude that video games play a role in the child's attentional well-being.?