Most consumers of the games prefer to play violent games as compared to the non-violent ones. Many studies in the world tend to link video games with violence. One research finding carried out in Iowa University…
Hollingdale & Greitemeyer found that the Chinese adolescents who prefer to play violent games against human opponents online tended to more aggressive and a greater tolerance for anger. This study was carried among 312 Chinese teens who play online video games. In most cases, it is noted that when video game consumers play against human opponents, the levels of gaming experience increases. Thus, the gaming effects tend to increase the gamers emotions and behaviors. Children who grow up playing violent games tend to develop thinking patterns that influence their behaviour. Many people become aggressive when the gaming controls become difficult. This is a reaction caused by the frustrations facing the gamer.
Mothers in Hongkong share a different perspective concerning online games. To them, video games have created a modern form to foster child development (Yung). Kenix Chong Wei-peng believes that online games help her daughter burn up excess before retiring to bed (Yung). According to Chong, her daughter has the opportunity to experience different situations through the online games. Her daughter would be ready, and know what to expect when she has the real chance to face the same situations. Apart from the games being part of entertainment, the experts tend to make them educational too.
Ann Chow, head of marketing consumer channels in Microsoft Hongkong, believes that the games would encourage kids to develop a positive attitude towards learning (Yung). Players could access the natural world and have a clear understanding of nature, and be conversant with the different languages and environment. In the gaming consoles, the player becomes the character chosen and assumes the skills of that character. As the levels increase, the games become tougher requiring the gamer to utilise and learn more tactics. Each challenge reinforces the player with new information, thus fostering learning (Yung). Most parents argue that ...
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(Online Games Vs Violence Essay Example | Topics and Well Written Essays - 500 Words)
“Online Games Vs Violence Essay Example | Topics and Well Written Essays - 500 Words”, n.d. https://studentshare.net/english/764157-online-games-vs-violence.
The earliest games were developed at the Massachusetts institute of technology by an undergraduate student, and since then, the computer or video games have transformed to one of the major entertainment industries in the world that incorporate animated graphics art and narrative structures.
Throughout the history, education has been imparted through schools which required the students to come to the classroom to receive education. Many schools nowadays provide students with the choice between online and traditional education (Jhosta, 2006). Hence, students can receive education right in their bedroom using the option of online education.
According to these researches, more children and youth are spending more time playing video games and watching violent television programs compared to the past (Hartnagel, P. 351). Therefore, violent video games and television programs exposure have been associated with child aggression, not only according to researches but also in the opinion of many parents and guardians.
They are a distinct form of entertainment since they allow individuals to be part of the game. In this perspective, a game’s script depends on the player’s moves. Modern video games require substantial concentration in developing their scripts. This is different from the typical method of passively watching games.
Despite being a popular pastime for children and adults, they lead to a high prevalence of violence, loss of morals, crime and disruption of school safety. Violent video games have led to violence in schools, and this is why in recent times there have been a series of violent shootings in institutions of higher learning and even some in lower educational institutions.
The market leaders of video games have also noticed this and fierce competition to gain customer loyalty and satisfaction has really created an exponential rise in the quality and content of video games. It all started with a bouncing white ball and a rectangle on a screen to bounce it back and see how high you could score.
The foundation of video games lies in initial cathode ray-tube-based missile defense structures in the late 1940s. These developments were later modified into other easy games throughout the 1950s. Through the late 1950s and through the
some claiming that violence shown in computer games is a significant reason for children losing their sense of morality while growing up; while others have cited the indifference and neglect of their parents and teachers as the major reason for this anomaly.
In the April 2006
However, it is harmful to the subscribers in terms of privacy, addiction and health (Hayes, 2008).
In this respect, the essay focuses on the harms caused to the subscribers of persistent online gaming. In addition, the moral
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