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Why Video Violence Causes Child Behavior - Essay Example

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The paper "Why Video Violence Causes Child Behavior" discusses that violent and bad behavior is not dependent on how children make use of video games. Their parents and teachers tell them exactly where they are lacking and the zones in which they would need improvement. …
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Why Video Violence Causes Child Behavior
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Why Video Violence Cause Child Behavior Video games are synonymous with violence which often leads to bad behavior on the part of children. The reason for this is that if something wrong is bound to happen, it will just happen. What is wrong here remains a question. One should believe that video games which embed violence allow the children to act badly with their elders, violently with their peers and colleagues and harshly with the ones who are even younger to them. How society sees this is something in the light of how research has been done. However, there are differing opinions that people have when they study how video games incorporate a violent streak within the children of today. One should understand that video games cannot infuse a spirit of violence within the children. There ought to be several ways under which their violence is manifested. First of all, how they interact with one another, how their elders treat them, how they cope up with the academic norms and procedures, how they see life in general - are a few of the reasons why they come out in the open and act violently (Author Unknown, 2012). Video games have nothing to do with igniting and spreading violence, and my point of view is that these video games are blamed for all the wrong reasons. If a child is going through tough times in his life and his behavior has become bad during this while, one cannot give the explanation that these video games are having a negative effect on his life. Similarly, if this child is not understanding how the world around him revolves around material things, then he will be confused. He will decipher the message sent out by the society in a wrong manner and hence his domains will be developed in an incorrect fashion. He will behave badly because he would not know how to act well under such stressful conditions and situations. Now blaming the video games does not make his realms look any easier (Zielinska, 2013). There has to be an understanding developed for the children to find out how they can cope up with pressure and how their behaviors can change the course of their attempts. Success or failure is not guaranteed, but what is certain is the fact that they have to apply themselves in line with the changing norms and behaviors of the society and thus act in accordance with it. My proof that can be provided here for video games is that they are merely played as games and nothing in the name of child behavior can be sought through them. In fact research within this subject has also proved that there is no definitive basis which states that video games have been able to bring a sense of destruction within the minds of the young ones. Violence is just an extension of the mind which cannot be inter-linked with video games. Similarly, a child's bad behavior is his lack of understanding the situation at hand which again cannot be related with the video games and their usage. The people who deduce such domains need to re-think where they might be going wrong and how corrective measures shall be required on their part. Within the same ranks, evidence seems to be lacking and that too for a number of reasons best known to the elders (Wolock, 2004). Scientists and researchers are lagging far behind at deducing what goes wrong within the minds of the young ones to come up with such bad behaviors, especially when the connection is built upon the premise of video games. Something of value needs to be found that inter-links the bad behaviors of the children with their playing of the video games. Unfortunately, nothing has been established in concrete thus far yet the hearsay surrounds how the children are being blamed for all the wrong reasons. In line with such nuances, blaming the young ones for doing it all wrong is not a good omen and should be discarded as such. After all, it is not a good exercise to blame them for something that they have little idea about. The video games are merely tools that these children employ to kill off time and learn something new each day. When they play, parental guidance is much appreciated because the role of the parents says much about the distinction between right and wrong. I opine that bad behavior cannot be directly or indirectly linked with the domains of the video games. What is needed here is an understanding that people have a definitive role to play because children are being blamed wrongly, and that too time and again (Olson). There are many who might think that my point of view is not right and that video games pose as a serious problem in this day and age since these bring with it violent and bad behaviors. What these elders apparently seem to miss out is the context related with their very role which has not done any justice to how children have grown and developed over the passage of time. This has meant that they have somehow been at loggerheads with the developmental phase of the children and have missed out on quite a few aspects. Refuting the theories about video games and their consequences means that someone somewhere is against the very dictum of these tools yet does not want to understand what goes into discussing and detailing the domains regarding bad behaviors of the children. Perhaps it is the raising up style that has been missing on the part of the parents but somehow this would not have much meat within the relevant discussions (Phillips, 2003). There has to be an essential basis of understanding related with violence and bad behavior of children which is independent of how they have been playing with video games. These two things need to be kept separately because a link that is found would not have much evidence. Understanding who does what and where the essential points are is what is required in order to get the hang of related things here. To conclude this discussion, it is mandatory to comprehend that violent and bad behavior is not dependent on how children make use of the video games. What is required meanwhile is an understanding that their parents and teachers tell them exactly where they are lacking and the zones in which they would need improvement. If still they lag far behind in the race to be more good-mannered, then it is the need of the hour to analyze where these matters are going wrong. Perhaps it is a requirement to find out what comprises within their psyche, where they might be going wrongfrom the very beginning, where they ought to learn new things which were not explained to them by their parents and other elders in responsible positions (Thomas, 2005). Therefore it would be correct to state that my point of view holds much weight because children need to be given a chance at all times. Their domains should be understood before banning their tools, which is not only a wrong thing to do but also unethical from all angles. My perspective is an extension of how I have seen life and how I like to relate with people and especially the young ones every now and then. I see them as individuals who would like to have guidance from their parents yet somehow miss out because they are at the mercy of technology tools of which the video games are just a single facet. Works Cited Author Unknown. Violent Video Games Make Teenagers More Aggressive, Study Finds. The Telegraph, 2012. Web. 04 May 2014. Olson, Cheryl. 8 Reasons Video Games Can Improve Your Child. Web. 04 May 2014. Phillips, Meredith. Just Play? A Framework for Analyzing Children’s Time Use. Los Angeles: Sociological Studies of Children and Youth, 2003. Print. Thomas, David. “Messages and Mediums: Learning to Teach with Video Games”. On the Horizon, 2005: 13(2). Print. Wolock, Ellen. “Violence in Video Games”. Young Consumers: Insights and Ideas for Responsible Marketers, 2004: 5(3). Print. Zielinska, Edyta. Playing for Words. 2013. Web. 04 May 2014. Read More
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