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The Impact of Violent Games of Children - Essay Example

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The paper "The Impact of Violent Games on Children" tells us about the article, Video Games and Violence. This means that a combined average of 96.5% of American children remain exposed to video games…
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The Impact of Violent Games of Children
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The Impact of Violent Games of Children The Impact of Violent Games of Children The article, Video Games and Violence, appearing in Issue 2 (2008) of Crime Prevention Research Digest, quoting the research study by Amanda Lenhart et al, presents the astounding statistics that in the US “only one percent of boys and six percent of girls” do not play video games (Video Games and Violence 1). This means that a combined average of 96.5% American children remains exposed to video games. People harbor a growing concern over the fact that most of the video games contain graphic violence, gun fights and portrayal of females as sexual objects. Thus, the article finds that a general apprehension exists that video games cause violent behavior in children. However, the article challenges this contention as it does not seem tenable, though it concedes to the notion that to a certain extent, video games may impact children’s behavior. The article focuses on the premise that video games contain a lot of violence, bloodshed, objectification of females and sexual content. However, it emphasizes a more significant concern that viewing experience in the media, in terms of audio visual components, are “extraordinarily life like, and these effects can be particularly striking in violent games” (Video Games and Violence 1). It also concedes to the fact that despite the existence of rating systems by the ESRB, children disregard the classification and even those below 13 years watch the content that is permissible to those in the age group of 17. The article also refers to research studies that “lend credence to concerns about the impact of violent video games” (Video Games and Violence 3). However, this does not prove that games such as GTA cause violent behavior in children. The article, further, challenges this concept by arguing that there is “little or no evidence to support any of these theories” which purport that violence in the video games such as GTA can provoke violent behavior in children (Video Games and Violence 2). I believe that exposure to violent media or video games alone cannot make children to indulge in violent behavior. My research premise is based on the concept that many factors such as genetic framework, social circumstances, psychological reasons etc cause violent behaviors in humans. Therefore, children who possess any such specific traits or who remain exposed to any of the causative elements, stand the chance of displaying violent behavior. I do not agree with the evidence based on a study among 1254 students, which indicates that violent games cause aggression in children. It claims that those who play games are “more likely than their peers” to engage in violent behavior (Video Games and Violence 4). Referring to this particular study, the article argues that “problem behaviors are quite common” among children “regardless of” whether they play games or not (Video Games and Violence 4). Thus, it supports my hypothesis that while violent games such GTA exercise an impact on the children, it cannot cause violent behavior in them. Another study conducted among Japanese and American students indicates that watching video games is a trend that transcends cultures. It further shows that boys who have faced social isolation, like in the case of the Virginia Tech shooter, Seung Hui Cho, did never play video games (Video Games and Violence 6). Thus, overall, the source challenges a general notion which is not exactly based on a critical analysis of the evidence but purely on assumptions. It further suggests that involvement by parents can mitigate the problem of excessive indulgence by children in violent video games such as GTA. The gist of the facts and research evidence discussed in the article strongly validate the contention that though violent media has some impact on children, it does not cause violent behavior in them. After all, the data it offers in the beginning indicates the involvement of 96.5 children with video games but only a few of them have embarked on violent behavior. This, in itself, indicates that there are other factors that cause violent behavior in children and one cannot blame video games for this problem. Context Teenagers are well known for their high gullibility behavior, they may choice to believe or not to believe anything exposed in media. Video games are meant to cheer up kids during their free time and even when is necessary, but is not a must though for kids to watch video games. Parents spend hundreds of dollars in purchase of video games for their kids annually or even more. The same parents also spend other hundreds of dollars in purchase of toy guns and other sets of toy ammunitions for their kids. In my view, I find it very relevant because the more toys and videos games your kid has, the busier he/she becomes. But the question is, how safe are the kids with video games? In my view, I find it safe for the kids to have as many video games as possible in order to educate them on the dangers of the world. Speaking of video games, I find my attention much more focused on Grand Theft Auto, a very famous video game well marketed by the Rockstar games. The content of the Grand Theft video games are full of violence and crimes that many people fear may affect the kids. Grand theft video games, as the name suggests, portray how theft and crimes dwells within our reach and how personalities can climb the ladder through theft and crimes. In real sense, few people have “successfully” manage to rise in the ranks from charcoal to “gold” through violent, tuff actions and deception as portrayed in Grand Theft Video games. However, success through violence and deception is not success; the only way to succeed is through hard work. Problem Rockstar games, a brand developer released the original Grand theft Auto in 1997 to the public. The Grand Theft Auto games have mocking game play, hilarity and style. The Grand Theft games are very attractive and appealing video games, but it can create pessimistic blow on the gullible attitude of young people especially teenagers. The kind of crimes and violence exposed in the games are not safe to the minds of teenagers. These are young people who are catching up with life and situate their minds to what comes their way. As much as we cannot assume that the Grand Theft Auto can generate an impact on youngsters, we must also reflect on the nature of the video games. First, the games are violent and the kind of violence exposed by Grand Theft Auto is enough to generate mixed signals in the minds of teenager, lest we forget that youngsters believes that anything exposed to them is safe enough to go with. Secondly, the kind of crimes in Grand Theft Autos is very complex to the minds of teenagers. Just like adults, youngsters would also want to deduce the features of the video games. This is very perilous to youths as they would also try to experiment the video features at home or school in absence of their parents or teachers. Last but not least is the kind of characters exposed in the Grand Theft Autos. In my view, these characters are considers to be weird in the society, thus in attempt of the youngsters to adopt the characters may lead to their peril. Response Companies are created to make profit and up lift the society. However, it should be noted that it is of no use to raze the same society you suppose to be building. As far as I would avoid purporting that Grand Theft Auto games create no much negative impact on the minds of youngsters, the length of effect may be considered enough for the government to strike stringent measures to control the nature of video games exposed to teenagers. Picture out that we had a society full of crimes and violence as expressed in Grand Theft Auto, what king of society it would be? I believe none would ever consider living in crime invested societies as exposed in Grand Theft Auto. If we need a good society, then what we see in Grand Theft Autos and other video games may not be best to feed in the minds of our kids. With regards to this, then I assert that video games like Grand Theft Auto games should be treated with concern and grouped within the category of pornographic movies never to be allowed for specific segments. The society needs to develop and the only way to convey growth is through untainted minds and not misled minds. It is very apparent that youngsters are exposed more too to vulnerable acts as compared to other segments in the community. This should be limited and the government to cheep in and act accordingly in order to create a brighter society for teenagers. Conclusion Teenagers are deemed to be special people in the society, thus it should remain so. We should never allow them to come in contact with features that may taint their mind. Parents/ guardians and teachers should both be cautious of what youngsters do (Video Games and Violence 4). It is not necessarily that teenagers adopt bad behaviors form home; schools also contribute a lot more in teenagers’ personality. Avoiding youngsters from watching video games like Grand Theft Autos may not be a solution, kids can still adopt bad behaviors from other sources which is not necessarily be video games. Punishment may also be a solution; it may lead to resistance thus makes the kid even more stained. Simply understand your kid, take time to educate them on good measures of life. Stepping your kid from bad behavior is not a problem; the problem is the approach you chose. Works Cited “Video Games and Violence.” Crime Prevention Research Digest, Issue 2. 2008. Read More
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