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Video Games and Violence - Research Paper Example

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This research paper "Video Games and Violence" shows that violence can be defined as something which usually affects an individual in such a way that he is hurt or harmed. Violence can be of different types relating to students beating each other or grown-up people fighting with each other…
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Video Games and Violence
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?Video Games and Violence Violence can be defined as something which usually affects an individual in such a way that he is hurt or harmed. Violence can be of different types either relating to students beating each other or grown up people fighting with each other for different reasons. Nowadays with an increase in technologies different devices which were designed only to serve useful purposes have now turned out to be negating those useful purposes. One such form of entertainment which has been designed is games. Games are defined as a set of activities which are usually done to satisfy the needs of entertainment. However in the recent years with the development of video games and violent sports it is seen that children are indulging a lot in gaming. And this has forced many individuals to carry out researches to find out the effect of games on children. It is found that violence in real life has a direct relationship with people who are involved in playing these games. The aim of this research is to promote that the violent content of video games has been contributing to the aggressive behavior of the individual player. History and Extent of The Problem Media is an important and inseparable part of our daily routine in the modern age. It provides us new and technologically advanced modes of learning, working and doing the regular activities rightly and accurately in a timely manner. Media plays a crucial role in altering our thoughts, perceptions and viewpoints about certain personalities, relationships, issues and in turn the whole society. The extremely harsh exposure of media about current affairs results in negative or positive changes in our attitudes and point of views about those events under consideration. The extreme integration of media in our lives point towards the alarming situation where our lives and actions are all immensely affected by the media portrayal. Media does not affect a single group, stereotype or class but its effects surround the whole social constructs due to its presence in the lives of every individual today. Video games are one of the forms of media which are greatly influencing the behavior and attitude of people. Video games are getting increasing attention of the consumers as the technological advancements are getting more and more flexible, rich and user-focused. Video games serve as one of the most popular form of media to entertain children. The involvement of people in video games and their continuous interaction with video game environment affects them negatively. This is specifically adverse when the games are of violent nature with destruction, fighting or combating as the major themes in it. There has been a strong relationship between exposure in video games and rise in crime rate of younger generation. The violent activities, behaviors and attitudes are observed as a result of continuous exposure to video games. The popularity of video games has been increasing as shown by the investments made to meet the increasing demand. The innovations and technological advancements played a vital role in increasing the demand for video games. It has been observed that children of ages between 8 and 18 are found to have spent at least 40 hours per week in some form of media. This also includes the sharp rise in the exposure to video games by younger generation. The increasing popularity of video games has encouraged the exposure to video games to children aging 2 years with a minimum of 1 hour per day spent on games. Children falling in the age group of 8-13 years are observed to have played video games nearly 7.5 hours a week. Anderson’s (2001) research further illuminates the fact that children are exposed to video games which are never supervised by their parents or elders. Adams (2010) further explains the problem in terms of age-directed games that 85% of children play game which are designed and launched for adults. Adams’s argument points towards the heavy exposure of violence and negative exposure about female body, relationships and negative ideals in those games. Anderson (2005) reveal the statistical data to explore the effects of media on individuals and the society. Anderson explains that by the age of 18, almost every American child is exposed to 40,000 killings by one or the other form of media. The Video game history is associated with 1970s. However, the video game that became a crucial part of video game history and raised debate on the issues related to video games was ‘Death Race 2000’. This game consisted of a car which had to be driven over stick-made bodies. The game was not an extra ordinary creation in terms of its graphics yet the theme it was base on was violent. By the end of 20th century, many new games are designed and distributed which leave behind Death race on having violent themes. Some popular games include Mortal Combat, King of Fighters, Counter strike, Tomb Raider and night Trap. These games are closely linked with violent activities or missions given to the main character. The King of Fighters is one of the favorite games of the children and the theme it has is highly violent. This game is aimed at killing/hitting the opponent. Such themes promote violence and form a major debate over the effects of such games on children. This exposure and negativity of video games created a debate and it further grew as a national issue. The issue was also addressed at the Senate and a leading member Joe Lieberman proposed to impose certain restrictions or boundaries on video games. Night Trap was consciously removed form the video game market as the shop owners realized that this sort of games may result in adverse public opinions about gaming industry and stricter laws from the government. In order to straighten up things and make them easier and smooth the video game industry created a body called as Entertainment Software Rating Board in the year 1994. It served as a supervising body to monitor the instances of violence and sexual exposure in the video games. It was a good move as the researches were more and more concentrated towards the children’s changing behavior and passion to buy games with violent themes. The study revealed that children of 4th year in school were motivated and more enthusiastic to purchase video games and enjoy them rather than inducing themselves in some other activity or non-media game. 59% girls and 73% boys showed that they enjoy playing violent games and prefer video games over manual or physical activity based games. Such importance given to violent games by young children of 4th year of their school grabbed the attention of people concerned with the development, growth and behavioral patterns of children. The case of violent video games was, hence, presented in the court. As a result in 2010, the Supreme Court of the U.S. proposed that some restrictions will be placed in order to fight against the violent video games owing to the negative impacts of it. (Anderson et al 2001; Greenberg 2007; Suddath 2010). Literature Review Violent games play a great role in altering the behaviors of the children. Early exposure to violence brings about a change in their viewpoints, habits and practices. Anderson’s study provides ample information on the changes that occur due to violent video games and sport games. There is a considerable research material available on this topic and the results are in favor of the changing behavioral patterns of emotions. Many research papers are created in order to understand the relationship between gaming, media and violent behaviors. Funk et al., (2004) provide a research conducted in order to find out the relationship between exposure to media violence (specifically video games) and then its effect on the real life. Exposure to violence was used as an independent variable whereas real life violence and the showing of lesser empathy were used as a dependent variable. The hypothesis of the study was that an increase in the exposure to violence in media does desensitize a child towards real life violence. There is another school of thought who rejects the idea that violent video games are in any way affecting the behaviors or crime trends in real life. The opposition group majorly consists of those associated with the creations and development of video games. Doug Lowenstein, the key player of the Interactive Digital Software Association, expressed his views against any relationship between increases violence and video games in the year 2000. He expressed his opposing views clearly on CNN by asserting his individual views in the following words. “I think the issue has been vastly overblown and overstated, often by politicians and others who don’t fully understand, frankly, this industry. There is absolutely no evidence, none, that playing a violent video game leads to aggressive behavior” (Anderson et al 2001). His blunt and clear opposition to the views of researchers led to a more in depth analysis of this debate. The researchers engaged themselves in analyzing the fact that violent video games encourage criminal behaviors and susceptibility of individuals to severe behavioral issues involving depression, social isolation, negative perceptions, low morale and improper attitude towards other people. Nowadays, the importance of media in our lives cannot be ignored. Media is somehow responsible for the changes in society. Children are more likely to adopt the behaviours and fashions shown in the television programs. “It is clear that heavy exposure to media violence causes an increase in the likelihood of future aggressive and violent behavior” (Chaves, 2008 p. 148). It is a scientific concept that media is not the only cause of aggressive behaviours and violence however, it is proved that heavy exposure to media violence increases the chance of future aggressive and violent behaviours. The results of a number of studies and experiments conducted in regards to find out the role of media in increasing smoking habits in adolescents. The advertisement on television, magazines, video games and internet grabs the attention of children and acts as a strong motivational force for them to light a cigarette. They get fascinated to the glamorous way in which the advertisements are made. Television and movies are supposed to have a great impact on alcohol consumption in adolescents. Children, who watch more television, are likely to have increased chances of alcohol consumption. Regardless of the grade of movie, media is continuously exposing alcoholic beverages as a source of fun and fashion. Advertisements during children programs are not carefully designed and contain aggressive behaviour, exposure to alcohol and smoking etc. Advertisements today contain sensual messages and images which are contributing to the likelihood of early sexual initiation in adolescents. Advertisements are influencing the psychosocial environment by sexual exposure on television, music videos, internet and movies. Alcohol consumption encourages aggression and violence as the normal brain functions are disrupted due to alcoholism. Alcohol is responsible for weakening the brain mechanisms which keep rash, violent and aggressive behaviours under control. This aggression is one of direct effects of alcohol consumption. Hence, increased alcohol consumption may be related to increased aggression and violence (Gustafson, 1994). Children get a lot of information from television and believe what they watch. They trust their favourite characters beating the monsters and so called ‘bad guys’ after having an energy drink or milk or some other product. They perceive it all to be true and are more likely to consume that particular product and imitate those characters in every possible manner. Such portrayals are of course not true and advertisements are exaggerating the energy and effects of products. They target children because children are easily influenced by such fantasies. Children who watch aggressive and violent movies are likely to behave aggressively and choose violent games to play than those who do not watch television or violent shows. The advertisements nowadays are targeting young generations and are using different characters as powerful objects and promoting their products by portraying them as a source of energy and supremacy (Chaves, 2008). The characters of children’s favourite movies, cartoons and games are portrayed with a cigarette, wine bottle or involvement of that character in some sexual activity also affect the children’s perceptions and thoughts. The aggressive behaviours of action animated characters (like superman, batman, power-puff girls etc.) also increase the probability of their future aggressive behaviours. Advertisements involve these characters to attract young consumers and indirectly affect their behaviours. Children live in their fantasy world and believe everything they watch or are told of. They perceive the effects of products as are exposed and try to use the brand that their favourite cartoon character or hero uses in the media content. The irony is the fact that they imitate the action of those characters which more often result in aggressive behaviours and leave long lasting effects on their behaviours (Strasburger, & Donnerstein, 1999). The act of imitation and copying the media characters, however, is not the only way children are affected by violence exposure. One more common psychological process that is associated with media exposure is desensitization. This process points towards the emotional response of a person as a result of a particular action. People who are exposed to the dangers associated with wild animals are more likely to become psychologically upset and emotionally aroused if they face them in real. They are more likely to fight against it or protect themselves in some way. However, if they are exposed to wild animals in a more friendly and safe way, they are more likely to stay calm and relaxed. The reflexes of the body do not overreact as the psychological concomitants of fear are disabled. In the same way, violence exposure in media brings on a powerful emotional reaction in viewers by continuous exposure to injuries, sexual harassment, kidnappings, wars and fights. However, a continuous exposure to such violent activities and aggression result in violence tolerant behaviours. Cline, Croft, & Courrier, 1973 reveal that desensitization end up with less emotional distress and intense reactions in the viewers when they observe violence. The media, hence, is making space for violent behaviours and is not only encouraging those behaviours but also making people resistant to violence and aggression. This claim was upheld by different researches which were carried out with regard to the impact of violent video games. Many researchers analyzed the fact that violent video games increase the criminal susceptibility of those individuals who are already having certain behavioral problems and are in a state of depression or are upset. But for the other people, these games can prove to be very helpful by preventing the occurrence of behavior problems in children. Certain researches have also highlighted health benefits of these video games by explaining the fact that these games can be beneficial in relieving pain symptoms and preventing conditions like diabetes (Reaney 2010). The proponents of the fact that video games are linked to violence also have many strong points to present. A research conducted by Anderson and Bushman also highlighted many aspects to uphold their claim that video games were related to violence. The results of their research presented the fact that violent video games made the players vulnerable to development of anti-social behavior accompanied by the induction of hostile behavior. The research explained that these games could push the person to perform criminal acts as presented in the games (Anderson et al 2001). Another research on this subject was published in SAGE and was carried out by Brad J. Bushman and Bryan Gibson from The Ohio State University, Columbus, Ohio, USA and VU University, Amsterdam, the Netherlands respectively. The result of their research explained the findings that if the player of violent video games thinks about the game, it can result in a violent behavior even one day after the game was played. This research tried to explain the long lasting effects of playing violent video games (Bushman et al 2011). Many cases of crimes which include robberies and murders have proved to provide with a strong connection between these criminal acts and the heavy exposure to violent video games. This is true despite of the strong claims made by the video game industry that the video games have no association with these criminal offenses. A very good example is that of a robbery that took place in the year 2008 and was carried out by a group of teenagers in New York. The group comprised of approximately 15 teenagers out of which 6 got caught. These teenagers carried bars and sticks and they surrounded cars and carried out their criminal acts of snatching money and valuables. They were caught red handed while they were trying to carry out a robbery on a van. This was only possible after the complaint of a woman who got fell victim to their act of snatching. The police reached the crime scene and they caught the group while they were trying to stop a van. The six teenagers who were caught were in the age group of 14 to 18 and were all studying in schools. After this gang of teenagers was caught, the group claimed that they carried out these robberies by getting influenced by a video game known as Grand Theft Auto which also revolved around similar themes of carrying out similar snatchings. This claim was strongly denied by the makers of the game Grand Theft Auto who presented a statement with regard to this incident claiming the fact that the game was used just as an excuse by the teenagers and such criminal actions should be dealt with according to the law (Cochran 2008). But the similarities between the snatchings and the presentation in the game could not be denied and upheld the fact that violent games could lay an impact on the children. Another very important case is that of Daniel Petric who killed his mother and shot his father as well in an attempt to kill him. This incident took place in the year 2009 when Daniel was only 17 years old. The reason for the killing was very shocking as Daniel Petric chose to kill his parents rather than staying away from his video game Xbox on which he played the game with the name of Halo 3. His father, Mark Petric took the game from Daniel due his long hours of playing and hid it. Petric found out where his game was kept and with it also got his hands on his father’s gun. He went to his parents’ room and asked them to close their eyes and said that he had a surprise for them. This surprise turned into a shock as he shot his parents there and then. His father survived but his mother died as a result of the gun shot. His case is indicative of the severe psychological impact that violent video games can lay on the minds of the teenagers and drive them to perform such brutal acts. It was identified that Halo 3 is basically a game series which involves the killing of aliens. It is also seen that after these aliens are killed they are become alive again. The judge who was handling this case presented that Daniel might not have been in his senses and he lived in the world of the game and considered that probably even after shooting his parents they would come back to live like the aliens in the game Halo 3. It was also found that Daniel used to play his game sometimes for as long as 18 hours in one day. This laid a long lasting impact on his mental thinking. The case of Daniel Petric presents a clear association between the violent games and the criminal acts carried out by the young teenagers. His addiction with the game drove him to shoot his own parents (Harvey 2009). Another incident was reported from France in which a man named Julien Barreaux whose age was 20 years old chose to kill an opponent who killed his player in the game named as Counter Strike that is played virtually. Barreaux’s player was killed in the game by means of a knife by the opponent. This put him in rage and he started looking for the person who killed his player in Counter Strike. After seven months he located the person and found out that his name was Mikhael. His house was not very far from Barreaux and he went to his house with a knife. As soon as the door was opened by Mikhael, Barreaux attacked him with the knife and he only survived because the knife missed his heart by a very small margin. Barreaux was jailed for his act. This incident served as another happening to uphold the aggressive behaviors that can result due to playing violent games (The Telegraph 2010). Mortal Kombat which was released in the year 1992 was also a subject of debates and it was considered to be a game which promoted violence and acts of hostility. This was supported by a very shocking incident in which a six year old girl name Zoe was killed by her sister and her boyfriend. Her sister Heather Trujillo was 16 years old whereas her boyfriend Lamar Roberts was 17 years old. They were both taking care of Zoe and Heather’s other little siblings while their mother was gone for her job. They made Zoe a target and started practicing the moves and techniques used in the game Mortal Kombat by the fighters in the game. This was a regular practice but on that particular day, Zoe was beaten very severely which led to the breaking of her bones and she eventually died. This presents with a very shocking event and explains the extent to which the games can lay an impact on the personality of the teenagers (McPhee 2007). The death of Damori Miles who was a 9 year old boy was also considered to be connected with his obsession for the game WWE Smack Down vs. Raw which is a game based upon wrestling. He jumped off his roof with a parachute in an attempt to copy the style of his favorite wrestler in the game with the name of Jeff Hardy. He died in his act and it was his friends who explained this act of Damori. It was a sad occurrence and portrayed the effect that video games can have on the minds of children (Gendar et al 2009). The incident at the Columbine High School in which two students Eric Harris and Dylan Klebold shot 13 other students and then eventually committed suicide is also a very good case of game induced violence. These two teenagers were found to be obsessed with the violent video game with the name of Doom. These killings were considered to be greatly connected with their obsessions of playing this hostile video game (Anderson et al 2001). Conclusion The different cases of violence all across the world that have been promoted by the violent video games uphold the arguments of the proponents who argue that violent video games have been linked to serious criminal activities. The history of video games dates back to the 1970s but with the advent of games that promote violence like Mortal Kombat and Doom heinous acts of killings have been reported where young teenagers tend to kill their family members due to their obsessions with video games. Such criminal acts make it very important that strong measures should be taken by the state and other regulating agencies to stop the circulation of these games. At the same time, more researches should be carried out to confirm this stand. Parents should also be educated and trained regarding the impacts of these violent games and they should be asked to keep a check on their children to prevent them from buying adult games that are not meant for them. Bibliography Funk, J. B., Baldacci, H. B., Pasold, Tracie, & Baumgardner, J. (2004). Violence Exposure in Real-Life, Video Games, Television, Movies, and the Internet: Is There Desensitization? Journal of Adolescence. 27 (1), 23-39. Adams, Jill U. (May 03,2010). Effects of violent video games. Los Angeles Times. Retrieved from: http://articles.latimes.com/2010/may/03/health/la-he-closer-20100503 Top of Form Anderson, C. A., & Bushman, B. J. (January 01, 2001). Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature. Psychological Science: a Journal of the American Psychological Society, 12, 353-359. Top of Form Anderson, J. (2005). Dealing with crime. London: Franklin Watts. Top of Form Bushman, B., & Gibson, B. (January 01, 2011). Violent Video Games Cause an Increase in Aggression Long After the Game Has Been Turned Off. Social Psychological & Personality Science, 2, 1, 29-32. Cochran, Lee. (June 27, 2008). Teens Say: Video Game Made Them Do It. ABCNEWS. Retrieved from: http://abcnews.go.com/TheLaw/story?id=5262689&page=1 Gendar, A. and Lysiak, M. (April 17, 2009) 9-year-old Damori Miles dies in jump off Brooklyn apartment, may have been imitating video game. NY DailyNews. Retrieved from: http://www.nydailynews.com/ny_local/brooklyn/2009/04/15/2009-04-15_a_9yearold_wrestling_fan_jumped_off_his_brooklyn_apartment_roof_wearing_a_homema.html  Greenberg, Andy.( June 18,2007). A History Of Virtual Violence. Forbes.com. Retrieved from: http://www.forbes.com/2007/06/15/games-violence-columbine-tech-cx_ag_0618videogames.html Harvey, Mike. (January 13, 2009). Teenager Daniel Petric shot parents who took away Xbox. Times Online. Retrieved from: http://www.timesonline.co.uk/tol/news/world/us_and_americas/article5512446.ece McPhee, Mike. (December 20, 2007).“Sister charged in "Mortal Kombat" death of 7-year-old.” Denver Post. Retrieved from: http://www.denverpost.com/breakingnews/ci_7760927 Reaney, Patricia. ( June 09,2010). Violent videogames harmless for most kids. Reuters. Retrieved from: http://www.reuters.com/article/2010/06/09/us-videogames-anger-tech-idUSTRE65841B20100609 Suddath, Claire. (May 10, 2010). Brief History: Video-Game Violence. Time. Retrieved from: http://www.time.com/time/magazine/article/0,9171,1985999,00.html Video game fanatic hunts down and stabs rival player who killed character online. (May 27, 2010). The Telegraph. Retrieved from: http://www.telegraph.co.uk/news/worldnews/europe/france/7771505/Video-game-fanatic-hunts-down-and-stabs-rival-player-who-killed-character-online.html Gustafson, R. Alcohol and aggression. J Offender Rehabil 21(3/4):41-80, 1994 Escobar-Chaves, S. L., & Anderson, C. A. (June 06, 2008). Media and Risky Behaviors. Future of Children, 18,1, 147-180. Strasburger, V. C., & Donnerstein, E. (January 01, 1999). Children, adolescents, and the media: issues and solutions. Pediatrics, 103, 1, 129-39. Read More
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