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Violent Video Games Pose a Danger to Society - Essay Example

Summary
The paper "Violent Video Games Pose a Danger to Society" tells us about violent video games. The development of different video games which are violent has helped to transform the behavior of the society as it has helped to develop new tools and process through which the society has benefitted…
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Extract of sample "Violent Video Games Pose a Danger to Society"

Introduction The development of different video games which are violent has helped to transform the behavior of the society as it has helped to develop new tools and process through which the society has benefitted. I agree with the fact that violent video games have negatively impacted the youth and others in the real world but to a limited extent as video games have provided an opportunity through which people are able to develop their skills and have shaped the performance of people (Funk, 2002). The use of video games has helped to improve the overall efficiency of training as using it has provided an opportunity through which people are provided the required training by developing a hypothetical environment which has thereby helped to improve the overall efficiency of providing the required training to the people (Bensley & Van, 2001). This paper evaluates the manner in which violent video games have transformed the behavior of individuals and the manner in which it has positively impacted the society. Argument 1 The use of violent video games has helped to shape the behavior of individuals as the growth and advancement of technology has provided an opportunity through people can be provided with aggressive situations where they can ensure long term productivity (Blake & Goodman, 2009). Organizations based on it have used several aggressive violent video games to ensure that they are able to develop a framework through which quality training program can be provided to the needy. Organizations through the use of different violent video games are able to bring the required development by providing the required training which has helped to transform and shape the performance of employees (Brownfield & Vik, 2003). This is matched by the fact that violent video games are less costly and provides an opportunity through which the development of an individual becomes possible. Violent video games if used in a positive manner will be able to increase the effectiveness as it would lead towards maximizing the benefit for an individual. The fact that violent video games are an activity which is aimed to develop certain skills can be useful for the development of an individual (Colwell & Payne, 2000). To ensure maximum effectiveness it is imperative that the behavior of individuals is directed properly. Directing the behavior of individuals in a positive direction would have ensured that positive energy is generated and would thereby result in ensuring that video games are able to generate positive response from the society (Funk & Buchman, 2006). From the perspective of the management, it has helped to reduce the cost as using other method of training is costly compared to violent video games. In addition to it the process also ensured that the wastage of resources was reduced and provided an opportunity where the same game can be used by different employees thereby multiplying the effectiveness of usage and ensuring that the overall process of delivering better performance gets enhanced (Anderson & Bushman, 2001). This has thereby ensured that the overall effectiveness in the training program has shown better results due to the use of violent video games for providing the required training. Counter Argument 1 The statement that violent video games also results in the generation of violent behavior are seen in certain situation as young people looking to play violent behavior might not depict positive behavior. There can be situations where individuals who use violent video games find a change in their behavior as they might get influenced by it and might thereby resort to certain degree of crime. This could also lead towards a situation where continuous association with the video games might result in inciting the individual again and again to carry out different activities which might be illegal or incorrect. Refutation The effectiveness of violent video game used for the purpose of training as it has helped to develop a hypothetical environment through which an individual is able to transform the entire process of carrying out different activities (Doolittle, 2005). This has ensures that the individual and the society is able to benefit due to it as it allowed the employees to test their skills and improve it by using different trial and error method which ensured that the wastage for the organization remains at the lowest possible count. This has thereby ensured that the behavior of an individual is being directed in such a manner that it has helped to garner positive results through it (Gee, 2003). The most important outcome which needs to be analyzed is to understand the manner in which the performance of employee has improved after undergoing the training program which used violent video games. The effectiveness has to be measured against the performance of employees who used the traditional method of training (Bisson & Luckner, 2006). This will help to find out whether the process actually helps to improve the performance of the employees and will help to understand the different directions which have ensured that the organization is able to gain (Glaser, 2000). It is imperative that the organization understands the method which is best for the organization which will be available only when the performance is compared and will help to provide the required directives through which the overall effectiveness in the performance can be enhanced (Day, Winfred, Jr. & Gettman, 2001). This will help in important decision making and will bring the required changes through which the performance of the employees further improves. Counter Argument 2 The fact that people belonging to generation Y looks at using video games and are fond of playing video games will thereby require that the games are directed towards them in the correct manner. This is primarily because of the fact that generation Y is more technologically advanced and aims at using it as a medium through which better efficiency can be achieved (Douse & McManus, 2003). This will require that generation Y are highlighted the manner in which violent video games will contribute towards their development and need to use methods through which they will be able to contribute positively towards the society. People belonging to the generation Y will be willing to undergo new methods which will help them to enrich their learning as they are more ready and willing to accept changes that they people belonging to the older generation (Glissov, Siann & Durndell, 2004). This thereby increases the use of video games within the newer generation. Counter Argument 2 The use of video games could seriously result in violent behavior as people who are younger are more prone to the use of technology. The use of different console and interface which will help to ensure that efficiency and activities between user and the game increases has thereby resulted in an increase use of violent games. This has at situation resulted in transforming the behavior of an individual as at situations there have been many instances where individuals have directed their behavior in an incorrect manner. This has thereby resulted in violent behavior and has thereby impacted the society negatively. The behavior of the individual can be controlled and checked only if the behavior of an individual is directed in a correct manner. This will thereby result in ensuring that a positive environment is created through which the business will be able to gain maximum efficiency and will be able to garner development of different skills through which an individual is able to grow and deal with different issues which might arise. It is also true that many individual due to the violent activities have taken to crime or have become violent. It has at times transformed the behavior of an individual as it has made the person violent and reacts to small issues which could have been otherwise handled in a better manner. This has created a negative impact on the society and has created a situation where the individual haven’t been able to generate the required response positively. This will require that activities are developed and directed in such a manner that it helps to transform the entire process and helps to ensure productive results. Refutation Violent video games are further developed in a manner which highlights the actual reality of the world. This provides an opportunity through which individuals using the video games can learn about the new methods which could be fatal for them. This will require understanding the entire process and learning the new method through which control can be exercised and such activities which could lead towards fatal incidents are avoided. This on the other hand could lead towards negative results as it could misguide the individual and could create a situation where the individual doesn’t look to perform and direct his skills in the correct direction. Instead it has been directed in a wrong direction and could be fatal for the society. Conclusion The paper thereby shows the manner in which violent video games have impacted the behavior of the individual and the manner in which the entire society has changed. Using violent video games in a positive manner ensures that the behavior will help to generate positive result and will thereby ensure that the entire society benefits. The use of video games in training and development will ensure that overall effectiveness increases and will thereby ensure that the growth of the individual becomes possible. This thereby shows that violent video games had a limited impact on the performance and behavior of individuals and if directed in a positive manner it will help to ensure positive results for the society and the individual. References Anderson, C, & Bushman, B. 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, 12(5), 353–359 Bensley, L. & Van, J. 2001. Violent Video games and real-life aggression: review of the literature. Journal of Adolescent Health, 29, 244–257 Blake, J. & Goodman, J. 2009. Computer-based Violent Video Game learning: games as an instructional strategy. The Association of Black Nursing Faculty Journal, 10(2), 43–46 Bisson, C. & Luckner, J. 2006. Fun in learning: the pedagogical role of fun in adventure education. Journal of Experimental Education, 19(2), 108–112. Brownfield, S. & Vik, G. 2003. Teaching basic skills with violent computer games. Training and Developmental Journal, 37(2), 52–56. Colwell, J. & Payne, J. 2000. Negative correlates of violent computer game play in adolescents. British Journal of Psychology, 91(3), 295–310 Douse, N. & McManus, C. 2003. The personality of fantasy game players. British Journal of Psychology, 84, 505–509 Doolittle, J. 2005. Using riddles and interactive violent computer games to teach problem-solving skills. Teaching of Psychology, 22(1), 33–36 Day, E., Winfred, A. Jr. & Gettman, D. 2001. Knowledge structures and the acquisition of a complex skill with violent video games. Journal of Applied Psychology, 86(5), 1022–1033 Funk, J. 2002. Violent Video games: benign or malignant? Developmental and Behavioral Pediatrics, 13(1), 53–54. Funk, J. & Buchman, D. 2006. Playing violent video and computer games and adolescent self-concept. Journal of Communication, 46(2), 19–32 Glissov, P., Siann, G. & Durndell, A. 2004. Chips with everything: personal attributes of heavy computer users. Educational Studies, 20(3), 367–377 Glaser, R. 2000. The reemergence of learning theory within instructional research. American Psychologist, 45, 29–39. Gee, J. 2003. What violent video games have to teach us about learning and literacy. New York: Palgrave Macmillan. Read More

Counter Argument 1 The statement that violent video games also results in the generation of violent behavior are seen in certain situation as young people looking to play violent behavior might not depict positive behavior. There can be situations where individuals who use violent video games find a change in their behavior as they might get influenced by it and might thereby resort to certain degree of crime. This could also lead towards a situation where continuous association with the video games might result in inciting the individual again and again to carry out different activities which might be illegal or incorrect.

Refutation The effectiveness of violent video game used for the purpose of training as it has helped to develop a hypothetical environment through which an individual is able to transform the entire process of carrying out different activities (Doolittle, 2005). This has ensures that the individual and the society is able to benefit due to it as it allowed the employees to test their skills and improve it by using different trial and error method which ensured that the wastage for the organization remains at the lowest possible count.

This has thereby ensured that the behavior of an individual is being directed in such a manner that it has helped to garner positive results through it (Gee, 2003). The most important outcome which needs to be analyzed is to understand the manner in which the performance of employee has improved after undergoing the training program which used violent video games. The effectiveness has to be measured against the performance of employees who used the traditional method of training (Bisson & Luckner, 2006).

This will help to find out whether the process actually helps to improve the performance of the employees and will help to understand the different directions which have ensured that the organization is able to gain (Glaser, 2000). It is imperative that the organization understands the method which is best for the organization which will be available only when the performance is compared and will help to provide the required directives through which the overall effectiveness in the performance can be enhanced (Day, Winfred, Jr.

& Gettman, 2001). This will help in important decision making and will bring the required changes through which the performance of the employees further improves. Counter Argument 2 The fact that people belonging to generation Y looks at using video games and are fond of playing video games will thereby require that the games are directed towards them in the correct manner. This is primarily because of the fact that generation Y is more technologically advanced and aims at using it as a medium through which better efficiency can be achieved (Douse & McManus, 2003).

This will require that generation Y are highlighted the manner in which violent video games will contribute towards their development and need to use methods through which they will be able to contribute positively towards the society. People belonging to the generation Y will be willing to undergo new methods which will help them to enrich their learning as they are more ready and willing to accept changes that they people belonging to the older generation (Glissov, Siann & Durndell, 2004).

This thereby increases the use of video games within the newer generation. Counter Argument 2 The use of video games could seriously result in violent behavior as people who are younger are more prone to the use of technology. The use of different console and interface which will help to ensure that efficiency and activities between user and the game increases has thereby resulted in an increase use of violent games. This has at situation resulted in transforming the behavior of an individual as at situations there have been many instances where individuals have directed their behavior in an incorrect manner.

This has thereby resulted in violent behavior and has thereby impacted the society negatively.

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