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Violent Video Games - Research Paper Example

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This research paper "Violent Video Games" examines excessive playing of video games which can negatively affect the physical, mental, social, and emotional development of teenagers. Videogames create an addiction in the minds of people and hence they will get less time for other activities…
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Violent Video Games
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?Violent Video Games According to Gouzouasis et al (n. d), “the type of extra-curricular activities like playing an instrument versus playing video games has differential effects on the person’s skill acquisition and personality development” (p.12). The huge growth of science and technology has brought many goods and evils in this world. Computer and internet are the technological revolutions, which made drastic changes in human life. Teenagers seem to be the community, which was influenced more towards technologies and innovations. Teenagers in the past were more interested in playing games as a way to spend their leisure times. They had not much opportunities other than playing games to spend their free time. However, teenagers of current era are getting more opportunities to spend their free time. The arrivals of computer, internet, television and mobile phones have brought immense opportunities to them. These channels or media offer many opportunities to play video games. It should be noted that playing some kind of games in the ground require some physical effort. On the other hand, not much physical effort is needed for playing videogames. That is why lazy modern generation is running after videogames. Two features of video games fuel renewed interest by researchers, public policy makers, and the general public. First, the active role required by video games is a double-edged sword. It helps educational video games be excellent teaching tools for motivational and learning process reasons. But, it also may make violent video games even more hazardous than violent television or cinema. Second, the arrival of a new generation of ultraviolent video games beginning in the early 1990s and continuing unabated to the present resulted in large numbers of children and youths actively participating in entertainment violence that went way beyond anything available to them on television or in movies. Recent video games reward players for killing innocent bystanders, police, and prostitutes, using a wide range of weapons including guns, knives, flame throwers, swords, baseball bats, cars, hands, and feet (Anderson) Some people argue that videogames help teenagers to increase their mental abilities and it should be encouraged as much as possible. On the other hand others are of the view that over influence of videogames may affect the physical, mental and emotional developments of teenagers. In do believe that playing excess videogames is not at all good for the teenage community. This paper argues against excessive playing of videogames with the help if arguments in favor and against videogame playing. “Gentile & Anderson (2003) state that playing video games may increase aggressive behavior because violent acts are continually repeated throughout the video game. This method of repetition has long been considered an effective teaching method in reinforcing learning patterns” (p.4). One of the major negative impacts of playing videogame is the development of aggressive behavior among the children. Anderson & Dill (2000) also pointed out the development of aggressive behavior among the teenagers as a result of excessive videogame playing. In their opinion, “long term video game players can become more aggressive in outlook, perceptual biases, attitudes, beliefs, and behavior than they were before the repeated exposure or would have become without such exposure” (Anderson & Dill, p.774). Aggressive behaviors are increasing day by day among teenage communities. It should be noted that in schools of western countries, plenty of shooting and violent incidents are taking place periodically. On the other hand, such violent behaviors among teenage communities in the underdeveloped countries are less. This is because of the fact that teenagers in the developed countries are getting more opportunities to play videogames because of the advancements in technology whereas teenagers in underdeveloped countries are getting fewer opportunities to play videogames because of the underdeveloped technologies. However, Haris (2001) argued against the opinions of Anderson & Dill. In her opinion, “children were being particularly affected by the fictions of computer games or videos. She was able to detect from observations and interviews that children are able to differentiate between fact and fiction” (p.9). Many people do believe that playing videogames may enhance the mental abilities. This is true up to certain extent. There are plenty of difficulty levels in most of the videogames and the players needed to overcome or pass each difficulty levels before going into the next level. Thus, a videogame player forced to think a lot to overcome the problems created in each difficulty level while playing videogames. Thus his mental abilities could be enhanced because of the playing of videogames. At the same time, it should not be forgotten that failure in overcoming or passing the difficulty levels may create frustrations in the minds of the teenager and he may behave indifferently. The chances of development of aggression in such situations cannot be ruled out. Moreover, mental abilities may develop properly when teenagers use their time for playing outdoor games. Kim et al (2010) pointed that “excessive playing of video games may result in impaired academic performance (Kim et al, 2010). As mentioned earlier, when a teenager failed to overcome the difficulty levels created by the videogames, he may spend more and more time in front of computers or mobile phones for solving the puzzles created by the videogames. Thus he may not get enough time to spend for academic studies. Teachers and parents are of the view that children who spent more time for playing videogames may spent little time for doing their home works, assignments or project works. Moreover, even while studying, the problems created by the videogames may alter his attention and he may not be able to give enough focus to the academic lessons. As a result of that, his academic progress could be slowed down or spoiled by the excessive playing of videogames. Playing video games was determined to be more effective in facilitating third-graders’ average learning outcome than text-based computer-assisted instruction. Therefore, it may be concluded that video games can clearly facilitate students’ learning performance. This finding indicated that video game playing not only can improve participants’ fact differentiation/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems. Video game playing is effective for improving critical thinking and higher-level cognition. It can also improve students’ achievement in learning factual knowledge, problem-solving strategies, and higher-level cognitive thinking processes. Video games can be considered an instructional approach to improve students’ higher-order thinking (Chuang & Chen, p.7-8). The findings of Chuang & Chen seem to be far away from reality. As mentioned earlier, videogames may enhance the critical thinking abilities. However, it is quite possible that players spend more time in front of the videogames and lose attention all other routine activities. Self-control or self-regulation is necessary to utilize videogames properly. In other words, judicious use of videogames may enhance the capabilities of teenagers; however, excessive or constant use of videogames may bring more detrimental effects. Ip et al, (2008) pointed out that “interactions with popular videogames such as Grand Theft Auto, The Sims, and The Legend of Zelda can improve the gamers’ spatial skills, fast reaction times, knowledge of and skills for solving problems (p.356). Most of the modern videogames are thought provoking and hence it can improve children’s skills such as numerical ability, problem solving, decision making, synthesis, analysis etc. At the same time, nobody should forget the aim of education is not only the development of mental abilities but also the development of physical and social abilities. Videogames may help a person only to improve his mental abilities whereas normal games provide the opportunities for physical, mental and social development. It is impossible to develop muscular power and self esteem with the help of videogames. Physical activities in the company of other may help the people to boost their physical, mental and emotional developments. In a Joint Statement (2000) before the Congressional Public Health Summit, a number of American medical associations caution parents about violence in the media and its negative effect on children. Their report states that exposure to violent media can elevate aggressive feelings and thoughts, especially in children. These effects on aggressive behavior can be long-term. Although fewer studies have been conducted on interactive video games, evidence suggests that playing violent video games may have a more dramatic influence on the behavior of children and adolescents (The Impact of Video Games on Children) Majority of the videogames available now are working on violent themes. Stress among the people is getting increased as time goes on because of various reasons. Because of uncontrolled stress and failure to fulfill certain commitments, people are getting increasingly violent. Videogames are serving as a catalyst in developing violence among people. In most of the videogames available in the market, violence is a theme. How can upcoming generation stay away from violence when they get continuous exposure to violence through channels such as videogames?. Violence is a major theme in some of the most popular videogames. For example, the theme of Grand Theft Auto is a motor vehicle theft as the name indicates. Same way Mortal Kombat is another videogame in which the major theme is fighting. While playing these games, teenagers unknowingly develop the tendency for violence, which may come out later in their lives. Videogames have the ability to develop addiction in the minds of teenagers just like smoking and alcoholism. Addiction in any form is not good for the physical and mental development. Many of the recent studies proved beyond doubt that teenagers who play videogames may get addicted to it and have lack of control over their behaviors. Baki et al (2008) argued that video games give the students the opportunity for virtual socializing and through the video game; they develop the skills necessary for the process (p.14). This argument seems to be illogical. Socializing is a process which require direct interactions with two or more people. It is impossible for a videogame player to interact properly with others. It should be noted that while playing on grounds, people usually get more opportunities for direct interactions. Moreover, gestures, body languages and facial expressions like nonverbal behaviors are extremely important in the communication and socializing processes. Videogames can enhance neither communications nor the socialization. Too much video game playing makes your kid socially isolated. Also, he may spend less time in other activities such as doing homework, reading, sports, and interacting with the family and friends. Video games may also have bad effects on some children’s health, including obesity, video-induced seizures and postural, muscular and skeletal disorders, such as tendonitis, nerve compression, carpal tunnel syndrome (The Positive and Negative Effects of Video Games). Obesity is one of the major problems among teenagers everywhere in the world. Obesity is observed mostly among teenagers who give little attention to physical workouts and playing on grounds. Obesity affects the mobility of teenagers and they may face lot of harassing and bullying from the peers. Such harassments and teasing may affect the development of self esteem among obese children. Excessive videogame playing is believed to be one of the major reasons for childhood obesity. In short, videogames can negatively affect a child both directly and indirectly. Back pain like physical problems are common among people who spent too much time in front of computers. Proper blood circulation may not take place while a person spend too much time in front of the computers or videogames. It should be noted that proper blood circulation is important for a person to maintain physical and mental health. To conclude, excessive playing of videogames can negatively affect the physical, mental, social and emotional development of teenagers. Videogames create an addiction in the minds of people and hence they will get less time for other activities. It can affect the learning process and academic achievements of the children. Obesity is another major health problems associated with excessive videogame playing. Physical activities are much needed for the children during their developmental stages. Videogames prevent children from participating in group activities and thereby their ability to socialize could be reduced considerably. On the other hand, playing videogames in a limited manner may enhance the mental development. However, it is difficult for the teenagers to limit their activities when they face the temptations of completing each and every difficulty level of videogames. It is necessary to limit the influence of videogames among teenagers to help them concentrate more on their studies and other routine activities. Works Cited 1. Anderson, Craig A. “Violent Video Games: Myths, Facts, and Unanswered Questions”. 2003. Web. 03 November 2012. 2. Anderson Craig .A & Dill Karen.E. “Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life”. 2000. Journal of Personality and Social Psychology. American Psychological Association, Inc. 2000, Vol. 78, No. 4, 772-790. DOI: 10.1037//0022-3514.78.4.772 Print. 3. Baki, Roselan., Yee Leng, Eow., Wan Ali,Wan Zah., Mahmud, Rosnaini and Gani Hamzah, Mohd.Sahandri. “The perspective of six Malaysian students on playing video games: Beneficial or detrimental?”. 2008. US-China Education Review, ISSN1548-6613, Nov. 2008, Volume 5, No.11 (Serial No.48). Web. 3 May 2011. 4. Chuang, TsungYen., & Chen, Wei Fan. “Effect of Computer-Based Video Games on Children: An Experimental Study”. 2009. Educational Technology & Society, 12 (2), 1–10. Print 5. Gentile, Douglas. A. & Anderson, Craig. A. “Violent Video Games: The Newest Media Violence Hazard”. Praeger Publishing. 2003. Print 6. Gouzouasis, Peter, Kishor Nand and Guhn Martin. “The Relationship Between Achievement and Participation in Music and Achievement in Core Grade Twelve Academic Subjects”. Web. 03 November 2012. 7. Haris, Jessica. “The Effects of Computer Games on Young Children – A Review of the Research”. 2001. Web. 03 November 2012. 8. Ip. B, Jacobs G & Watkins A. “Gaming Frequency and Academic Performance”. 2008. Australasian Journal of Educational Technology 2008, 24(4), 355-373. Print 9. Kim JunWon, Han Doug Hyun., Park Doo Byung., Min Kyung Joon. Na Churl, Won Su Kyung and Park Ga Na. “The Relationships Between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played”. 2010. Psychiatry Investigation. v.7(1); Mar 2010 Korean Neuropsychiatric Association. Web. 3 May 2011. 10. “The Impact of Video Games on Children”. Web. 03 November 2012. 11. “The Positive and Negative Effects of Video Games”. Web. 03 November 2012. Read More
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