Violent video games contribute to aggression and criminal behavior among teenagers. This is a topic is important since many parents do not determine the scripts of video games played by their teenagers. Accordingly, the topic is important since the internet has increased access to violent video games and aggression among the teenagers is on the rise (Gentile 29). Video games encourage influence the perception of players through encouraging them to become part of the video script. The players of video games have the opportunity of selecting the characters to play with and choosing several weapons such as bombs, guns and knives. Video games require the active participation of the player and reward violence thus increasing the chances of development of aggressive behaviors (Ruschmann 213). The paper will discuss the adverse effects of violent video games of teenagers’ aggressive behavior. The paper will look at statistics of teenagers who play violent games and finally offer recommendations to parents. Thesis statement: violent video games increase the danger of aggressive behaviors among teenagers. Body Social scientists have studied the impacts of video game violence on teenagers since 1950s. Video games have become bloodier and violent than ever and more than half of teenagers waste valuable time playing such games (Ruschmann 127). The consumer demand for video games with aggressive scenes and violence has increased over the last few decades. Video game manufacturers produce games with violent scenes in order to appeal to the teenagers (Gentile 49). Unlike passive watching of the television, video games require the teenagers to actively participate in the gaming sessions through challenging the virtual opponent with different weaponry such as knives, bombs, guns and pipes. A majority of the teenagers identify with violent characters that are usually portrayed as heros in the violent video games (Ruschmann 89). According to previous research, American children aged between 8-18 years spend an average of eight hours in one week while playing violent video games. The research also found out that boys spend more hours than girls while gaming. A majority of the favorite video games such as ‘modern warfare 2’ and ‘call of duty’ contain extreme scenes of violence, murder and shooting. In addition, multiplayer online video games such as ‘modern warfare’ have exceeded more than 10 million subscribers with a majority being teenagers aged less than 17 years. It is clear that online video games contain negative themes such as murdering for money and going on a shooting spree thus exposing the teenager players to instincts of violent behaviors (Ruschmann 190). According to the General aggression model (GAM), violence in video games can influence the beliefs, attitudes and personality of teenagers (Paludi 34). Instances of killing, shooting and murder in video games will lead to psychological arousal thus leading to feelings of aggression. Repeated gaming will reinforce the scripts and attitudes thus desensitizing the aggression and creating aggressive attitudes among the teenagers (Ruschmann 187). Violent video games are addictive and dominate the life of the teenagers thus leading to wastage of valuable academic time. Playing violent video games for long hours will impair the psychological functioning of the teenager (Paludi 56). These games have the danger of causing attention deficit and hyperactivity. Repeated playing of
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“Video Games and Sociology Research Paper Example | Topics and Well Written Essays - 1000 Words”, n.d. https://studentshare.net/sociology/97380-video-games-and-sociology.
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Name: University: Course: Tutor: Date: Video games and sociology Outline Many teenagers spend a lot of time playing violent video games. Surprisingly, these videos increase the likelihood of developing aggressive behaviors and low academic attainment among the teenagers…
Nowadays with an increase in technologies different devices which were designed only to serve useful purposes have now turned out to be negating those useful purposes. One such form of entertainment which has been designed is games. Games are defined as a set of activities which are usually done to satisfy the needs of entertainment.
Computer and internet are the technological revolutions, which made drastic changes in human life. Teenagers seem to be the community, which was influenced more towards technologies and innovations. Teenagers in the past were more interested in playing games as a way to spend their leisure times.
Most of these physical games were played at school though the level of participation amidst children has gone currently gone down. The physical games were encouraged because they allowed children to interact with each other through talks on various subjects or issues affecting their lives.
Since their inception, video games have become a very integral part of every child’s journey as the child grows up from a toddler to an adolescent, and loses out on his teenage years. Most children grow up playing with arcade and video games because parents believe that these games provide them with a good sense of practising their reflexes as well as hand eye coordination and provide them with enjoyment to pass time as well.
The game avatar is a representation of a created character and while there is often confusion about the real and the invented identity, it is never fully the real identity of the user. This does not mean
inition, the most important quality that a videogame should possess in order for it to be deemed as art is, its story being presented to the player through its intricately designed graphics which beautifully solicits an emotional response within the player.
Be it the Persona
The coverage of video games has shaped the public debate both positively and negatively. Taking a look at recent statistics, it is clear that close to 65% of Americans play video games (ESRB 1). This percentage includes both
The author states that the major harm created by playing video games is the dangerous physical health effects brought about by playing video games. When children sit down for long playing hours, it does not help in any way about their health status. Many have a playing style where they just sit and play as they take snacks and other types of junk food.
8 pages (2000 words)Research Paper
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