The Effects Of Gaming On Everyday Life

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THE EFFECTS OF GAMING ON EVERYDAY LIFE

The effects of Gaming on Everyday Life, Co-Morbidity and Addiction or an opportunity for an evolutionary leap



The effects of Gaming on Everyday Life

Introduction

One of the hot debates today is whether or not video games are responsible for teenagers' violent actions. The website created by the National institute on Media and the Family states, “A recent report illustrates that 45% of heavy video game players and nearly a third of avid gamers are in the 6 to 17 year old age group”. Scientists, nowadays, make a case that video games can have an affirmative influence on teenagers, and that video games can have great potential in being useful in helping teenagers to learn and think about things in different ways. For example, players have their undivided attention while playing, watching, comprehending, listening, and acting all in a split second, which increases the rate of involuntary responses. In addition, video games inspire exploration, nonlinear thinking, and rethinking of goals from time to time. Also, video games allow a sense of control and flexibility that is absent in real life. Looking at these undeniable positive results, the absolute pro encourages teenagers to spend time playing video games and believes that the video games are not the source of violent acts in teenagers' daily lives.

Discussion and Analysis

The video games are typically one-on-one games! In this case, the perception of the video games is that it makes an individual very selfish. The teenager has to play to win certain levels and has to do whatever it takes him or her to complete that level for his or her own sake. The position that is most likely to be accepted generally is the two available positions; qualified pro and qualified con. The philosophical perspective that would not be a good solution on the issues of video games would not be ethical egoism. A person who is egoist believes in being the “superman,” which means that an individual has reached to a point where there are no moral values to be considered. An individual should state that everybody should pursue his own best interest. The idea of “superman” was brought up by Nietzsche, who was an extremist egoist. The view of the ethical egoism is that there are many who would just buy games, and fight for his joy that he would earn out of the games. Or on the other hand, that the video games might lead to corruption and that egoist would want to ban this invention just looking what will benefit him. Observing the different views of the individuals the ethical egoism is able to support any of the four possible positions on this issue. The part of this area thought to be most responsible for getting addicted on something is the nucleus accumbens. Violent video games have been shown to increase the chemical called Dopamine in the brain. Dopamine has been shown to be increased in the brains of people addicted to heroin, morphine, cocaine, and other ...
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