¶ … Video Games on Children
Owing to the advent of digital media over the past few decades, technology has taken over many dimensions of the world and given the media a 360 degree turn by entirely switching the way it previously worked. The computer era not only changes the way transactions were done, documents were prepared, statistical tools were used and made the world global but it also changed the way sports and games were played. It converted the physical playground into a virtual one to quite a great extent and now, computer video games have become an increasingly important phenomenon of today for the entertainment of kids who now believe in virtual playgrounds (Anderson, Gentile, & Katherine E, 2007).
Analysis
Every new change brings its pros and cons with it, and he computer era was a boom towards the video game industry which is still a significant use of computers and is not only becoming more popular by the day, but is also having impacts on the daily lives, routines and priorities of the children who play these video games. Where a lot of work has been done to develop games of the sort that help children in their studies such as in Mathematics, English and development of analytical skills which have helped children learn a lot from these and to polish their skills, they have also had a negative impact on children who like to play games that portray aggression and violence such as fighting, wrestling and even criminal games (Gunter, 1998). Minds of children are highly vulnerable and can be molded the way they are exposed to the kind of things they see around them, observe and use. Where computer games have shown to enhance mathematical and thinking skills of students manifold, computer has been declared as an ideal medium to tech children as it helps them retain their knowledge for much longer in a unique way that makes them understand things in a better way.
Where video games are an amazing means to inculcate education and training in the young minds for their growth, they can act as a very negative thing that could hinder their positive growth to a great extent. Video games that promote violence, negative imagery, and social isolation are merely regarded as money making machines because obviously children get attracted to these things instead of those that would focus on education and learning (Vorderer & Bryant, 1996). Companies that make these video games have n doubt, been making a lot of profit because of their selfish gains and lack of concern for the true development of children. Where all this hard work in the video game industry could have been devoted to educational and knowledge purposes for children, they have mostly been directed towards negative imagery and negative thoughts in the young minds that can be easily manipulated. Another problem here is that due to the rapid advent of technology, a huge generation gap has developed amongst the children and their Parents, and it has become very difficult to reduce this ever increasing gap because Parents are not as technology prone and do not have an idea of how bad an effect it has on their children who spend half the day sleeping and the remaining half plating video games, ignoring their physical health, mental growth, social standing, spending time with people and at the same time indulging into the wrongs of technology (Willoughby & Wood, 2008). It is extremely miserable that where technology can be such a useful thing, it can be so disastrous at the same time. It is ruining the futures of children, who are the upcoming youth of tomorrow, and thus it is very important for them to have healthy minds, bodies and souls that can help them make the world a better place.
According to research that has been conducted about the effects of video games, 2 opposite viewpoints are seen in the limelight. Some research like one conducted in India by Associated Chamber of Commerce and Industry of India (Assocham), found that children who are exposed to violent video games for more than 14-16 hours a week show more aggressive behavior than those who are not exposed to violent video games. Moreover, the reach revealed that video games that had content like obscene content, violence and adventure caused children to get excited after which they became immune to it and looked for something more exciting in real life which was dangerous because they became more aggressive and hostile...
The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of
" (Eagleheart, 2000) Eagleheart (2002) notes that violence does constitute a primary concern for children, particularly in schools. Rather than contributing video games as a cause of violence in children, she encourages educators and others to look deeper and consider that violene has goals; that the particular goal will depend on the individual. At times, goals of violence may be evident, conscious choices from a child is playing now wants. Other
Computer Games Research When considering the short history of computers, video and PC gaming are very recent on the timeline of technology. This is one of the reasons why there have not been many conclusive studies on the negative and/or positive effects of electronic games on children and young adults -- the most formative years. With the ever-increasing interest and involvement of children in this activity, much concern has been expressed
Video games wall days. I, admit, killing, abuse women, utter destruction amazing. But ? After, people buy . But games played children. As introduction, Call Duty 2: Black Ops Parcheesi, games involve things varying degrees unpleasantness opponent's game pieces; Parcheesi pieces seldom deliver realistic- innards game board, thing. The effect of violence in video games There is presently much controversy regarding video games and the effect that they have on people, given
Methodology The methodology that will be employed in this study will be a desk survey of existing studies. The data complied by the studies will be analyzed, as will be the processes and methodology used in those studies. The data compilation and yield will be discussed in comparison between studies, and an attempt will be made to take the information and use it in an overall presentation that shows that the
Winning a game activates a cerebral reward center, in a way that 'teaches' players to be violent in a Pavlovian way, so the players associate acting violently with gaining a reward. This thesis has been supported by recent MRI scanning research examining the brains of children who have just played violent video games: "A new study employing state-of-the-art brain-scanning technology…say that brain scans of kids who played a violent
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