This paper, Video Game Violence and Children, will look at the effects of video game violence and children. The younger that a child is, the more impressionable they are. They are constantly subjected to concepts and behaviors that they gradually adapt for themselves. …
This paper stresses that as children grow up, they look to the authoritative role models in their life to determine what behavior is or is not appropriate. Their young minds are impressionable and they constantly absorb new knowledge from their surroundings. When children are subjected to certain actions or behaviors, and if they are not properly coached in the differences between right and wrong, they are likely to repeat the actions or behaviors. The more that they witness certain behaviors, the increased chances they have at mimicking them. Impressionability is similar to the teaching methods found in classrooms in the sense that teachers display concepts that children repeat until they can do them on their own; however, unlike classroom learning, impressionability involves children adapting behaviors of their own accord without being prompted by someone else. As the discussion declares the more time that children spend playing violent video games, the more they become familiar with the concepts being depicted. Furthermore, there are video games that allow the player to play as a first person and they can experience the game as if they were in it, committing the violent actions themselves instead of witnessing them as a bystander. Adults and teachers feel that these games are “training programs for children to commit crimes ...
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(“Video Game Violence and Children Essay Example | Topics and Well Written Essays - 1000 words”, n.d.)
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(Video Game Violence and Children Essay Example | Topics and Well Written Essays - 1000 Words)
“Video Game Violence and Children Essay Example | Topics and Well Written Essays - 1000 Words”, n.d. https://studentshare.net/journalism-communication/467722-video-game-violence-and-children.
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.
These games have become a favorite of children and teenagers and therefore, people have voiced certain concerns regarding undesirable social, psychological and physical side-effects of an unhealthy level of pre-occupation with them as well as the side-effects of regular playing.
On average children spend about 40 hours each week playing video games (Whitaker, 2009). Studies have shown that scenes of aggression in video games exceed those shown on television (Whitaker, 2009). Children cannot go for long without feeling bored. Therefore, when have nothing else to do they would rather play video games.
[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.
at was put on display to the general public, but it was only in the year 1972 that the Magnavox Odyssey became available as the initial consumer video game console. None of the early games that existed during the 1970’s and in the mid 1980’s could be regarded as
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
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,
3 Pages(750 words)Essay
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