A few years ago, movies and television shows were monitored keenly to ensure they do not pollute the minds of young people by disseminating inappropriate ideas or information to this generation of people. In of that light, all forms of programs or movies that were aired in televisions or cinemas were viewer discredited with parental guidance information being provided to the appropriate audience the shows fit (Anderson and Dill 772-790).
However, children were able to access inappropriate information such as pornographic scenes and violent murder situations in video animations; a genre of movies that is very popular among the young generation. The emergence of video games revolutionized the digital media since children were now more involved in these form of media through active participation in the games. Psychologists believe that what children are exposed to in their tender age shapes the kind of character and behavior they develop later in life. Thus, it is prudent to state that violent video games can be linked to the violent behavior of children because most of the acts in the games are exhibited in real life situations (Sherry 410-415). Video games account for the violent behavior exhibited by children in their later years in life because of the psychological influence they have on the development of a child.
There are various genres of video games on the market. Some are strategy in nature and thus tend to test and enhance the ability of the player to coordinate his/her hands and mind while at the same time improving a user’s problem-solving skills to enable him/her overcome the numerous occasions of dilemmas they face in life, which require him/her to make prompt decisions. In addition, there is another genre of video games that replicate movies, especially the ones based on science fiction (Sherry 423).
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