For this reason, it is necessary to consider the skills the game is trying to teach your child. If the game emphasizes on shooting, killing, robbery and other antisocial behaviors, it may not be a good idea to purchase it.
Video games reward their players for various behaviors. In most violent video games, behaviors such as shooting and killing are highly rewarded with points (Anderson& Warburton, 2012). As your child continues to play these games, he is encouraged to do more of the killings and shootings in order to earn more points (Hoerrner & Hoerrner, 2006). These activities, although violent in nature, attract the biggest rewards. Since your child is still developing, it is likely that he will grow up cherishing violence. Therefore, the video game you purchase for your child will make him gravitate towards negative social action over time. Because video games increase the child’s appetite for violence, he is likely to want more of this entertainment as he grows; both in real life and in the gaming world (Gentile & Anderson, 2003). These games train children to view the world as a dangerous place in which they have to constantly look for enemies and other threats. Unfortunately, the only way of dealing with such threats, as promoted in these games, is through violence (Giumetti & Markey, 2007).
Because of the link between video games and violent behavior, it is important for you as a parent to understand the ratings given to the various games. In the article by Mark and Keisha Hoerrner (2006), it is noted that it is the responsibility of parents and society to understand what is being told in these video games. Before making the purchase, it is necessary to check the ratings of the game you intend to buy. This will help in purchasing a video game that is appropriate to the level and age of the child. In these games, elements such as ...
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At its best, video games provide maximum entertainment, but at its worst, these modern innovations present serious damaging effects on children. This type of media entertainment greatly affects the behavior of the younger generation. Today, the aggressive behavior in children and the mounting occurrences of crimes by young gamers may be attributable to their constant exposure to video games with violent content.
The issue. The youth of a society are its building blocks. The better their personalities are structured; the sounder would be the foundations of the future of a nation. Anything that indulges the youth into activities that may deform their personalities for ever and may incorporate and enhance negative aspects of their personalities should be shunned.
[Anderson & Bushman, 2001] Most of the games appropriate for these young players can bring a lot of benefits, but besides this they raise violent features, gore, antisocial behavior among parents, educators, child advocates, medical professionals, and policy makers.
Talking to me would be the clincher, though. If you hadn't already guessed at this point, you would now understand why most of my friends and relatives classify me as a gamerand and why I identify myself as one since I fit several of the basic characteristics of the classic gamer type.
The author states that in America, gaming is considered to be a virtually every day pastime because of its relatively low price and constant improvements in graphics and content that make gaming much more realistic than in previous years. In Japan, video game revenues usually surpass sales in the United States year by year.
It is the responsibility of the elders of the society to safeguard interests of their youngsters.
Negativities exist in every era and in every society. It is essential that steps should be taken to curb these
As the report highlights in a steadily growing technological generation, children are also given the means to be influenced by media, such as television shows, movies, and music. Since children are capable of being impacted by these media mediums, it is also believed that they can be just as easily influenced by video games.
The rapid growth in this industry has brought about both criticisms and support arguments as to whether video games are beneficial or detrimental especially to the teenagers who are the most frequent users. Video games
Almost all studies conducted have failed completely verify the external validity for confounding variables. Porter & Starcevic confirm that, “the relationship between pre-existing hostility, exposure to violent video games,
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