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Violence - video game - Essay Example

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However, it is very difficult to account for the exact cause of violence in people because video games are new in the market and no empirical research…
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Violence - video game
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Violence - video game

According to Anderson (n.p.), ‘the active role required by video games is a double-edged sword.’ This indicates that while some term video gaming as a quick avenue to increased violence in society, it remains the effective teaching tool in schools and society. Technological advancements have made it possible for learning institutions to use both violent and non-violent video games to pass around useful information that moulds learners into better, creative and active people in society (McLean & Griffiths 121). While parents show aggressive resistance by denying their children access to violent video games, they must understand that the number of children who love video gaming is higher than that of adults. Reports from the Entertainment Software Association affirm that provide children are exposed healthy learning challenges when they play violent video games. Through them, they are in a position to understand and apply rules effectively in real life. In addition, learners can best understand real world issues revolving around war, sexual abuse, death, and mechanisms to deal with trauma that comes after such events.
Psychologists’ assumption is that violent video games modify human behavior because people tend to adopt skills and act according to what they see and hear. While the assumption is a true material fact, video games only cause health complication for instance depression. Continuous playing deprives human beings a chance to interact and build social networks. However, when people play video games together, they get ample time to interact and socialize. Violent video games can be scary especially to children because of the actions, challenges, and difficulty to win. However, it provides good mechanisms of helping them overcome fear and anxiety. With time, they understand and control their emotions of fear and anxiety. Harvard researchers Lawrence Kutner and Cheryl Olson argued that, ‘playing ... Read More
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