Video Game Violence

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Video Game Violence

Video Game Violence

Introduction

For several years, video games occupy much of our free time of children and their demand is increasing in the market. Surprising that a child only six years old can master a console, but in most households with children under 14 years is a video game are becoming more attractive and accessible. Video games have evolved greatly, especially in their visual quality, but also in their pedagogical skills. Currently many schools use games to teach certain subjects and teach values. However, the concern before the game often is motivated by the lack of benefits and damages.

On one hand, some argue that this entertainment can lead to social isolation, which parents must pay attention to, and see that their children do not engage in violent games, and propose other activities that do not require their keen observation to what they are doing. In response, manufacturers report within the product that if a child has epilepsy, he or she should consult a specialist before playing the game. On the other hand, the more favorable voices underline the excellent use of video games and affect their educational, improvement and acquisition of manual skills (IBP, pp. 74-77). This essay focuses on theoretical and suspected effects of the violent video games exposure and their negative outcomes. Negative outcomes include aggressive attitude, aggressive approach, behavior and physiological stimulation.

Discussion

Many concrete explanations have advanced the understanding of video gaming effects, out of which majority focus on negative outcomes, one approach that explains the negative model is general learning model. General learning model describes how a person interacts to increase various types of learning; it consists of physiological arousal, and cognitions. These states affect on traits, attitudes, emotions, changes in attitudes and other factors. In the long term, they change gamer abilities and behavioral changes. Therefore, it provides a causal link between aggressive behavior such as (media related violence) which provokes ones thought patterns, physiological arousal and feelings, for example, violent games usually increase aggression, feeling and thought patterns.

Most children's favorite video games include violence and the number of titles produced violent cutting continues to rise. The considered extremely violent have increased their sales by more than 30% in recent years. In contrast, less accepted games are those that contain educational aspects. In this regard, 38% of children recognize that if their parents know the content of some of their games would not let them play. For many years, there has been an interest in video games. Playing violent video games shapes a player's behavior and continuous playing subject the idea that hurting someone is the best option to resolve an argument. Many studies suggest exposure to violence is linked to: aggressive thoughts, aggressive feelings and physiological encouragement, each will be discussed briefly.

In games like grand theft auto players were rewarded for killing their opponents in video games, which formed higher levels of aggressive behaviors and thoughts.

In recent research, it was found that increased exposure to violent electronic gaming and media in early ...
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