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Banning the sale of violent video games - Research Paper Example

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Banning the sale of violent video games

Another glaring impact of the video game as a whole on teenagers is unhealthy physique. Most of the games involve brainless of the body hence promotes obesity in children. The sluggish parents add to it by providing readily available junk food,  hence adding to the misery of obsessed health. Due to running lifestyle of urban areas spelled out phenomena is more common as compared to rural.Another glaring impact of the video game as a whole on teenagers is unhealthy physique. Most of the games involve brainless of the body hence promotes obesity in children. The sluggish parents add to it by providing readily available junk food,  hence adding to the misery of obsessed health. Due to running lifestyle of urban areas spelled out phenomena is more common as compared to rural. 30 years of studies have concluded the linkage between violence in media and children. (Olivier, 2000). Video games count in electronic mass media. As mass media has expanded in all directions so as the video gaming. The American Psychology Association and the American Academy of Pediatrics have summarized three sets of children according to their age. They are toddlers and preschool children, school-aged children, and preteens and teenagers. The doctors of an association have described the behavioral change of children in the following manner:• Escalating aggressiveness and anti-social conduct.• Growing dread of becoming victims.• Curb in an initiative.• Conditioning minds as less reactive to violence and the sufferer of violence• Rising vigor for the more violent form of entertainment.Above mentioned factors can be summed up as the notorious and leading effects on soft wits of children: conditioning violent attitude and desensitization to the social pains. The remedy is to have a close watch on children and limiting their exposure to violence related video games while not limiting the initiative.  (Olivier, 2000).
Age
The Entertainment Software Association, the principal atrium of video game industry, describes, 17 years and below makes 20% of video game users (mostly boys), Over 50 years of age makes 26% including of both genders, and that the average player is 37. ...Show more
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The author of this paper "Banning the sale of violent video games" explores the issue of the ban on the sale of violent video games to minors. Reportedly, with so much of entertainment, violence and carnage have found their place in new generation gaming. …
Banning the sale of violent video games
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