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Promotion of Violent Commotion through Video Games - Essay Example

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The paper "Promotion of Violent Commotion through Video Games" states that to remain unbiased it is necessary for everyone to remain distant from any unspecified sources of information, also not to jump to conclusions without applying the steps which are required for solutions…
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Promotion of Violent Commotion through Video Games
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24 October Controversy Analysis: Promotion of Violent Commotion through Video Games On calm Christmasevenings, children sit along the gorgeously decorated Christmas trees and unwrap their presents, as their parents glare at their gleaming faces and expect cheerful and joyous expressions. But what did mommy and daddy get them for a present this year? ‘A videogame’ that is. Aren’t they the luckiest children on earth, for having those first person shooter games that they have always longed for? The answer is maybe or maybe not. Every year thousands of video games are created and introduced in the market, whereas millions and billions of them are sold each year. Various platforms (devices that allow a videogame to operate) are generated in enormous numbers year after year. The types of games which are introduced range from arcade to adventure and from educational to racing. There would be hardly anyone let it be a child, a young adult or an grown-up who would be unaware of videogames, which is why Berger states “Most Americans are well aware of the existence of video games.” (4) The most talked upon controversy which is being discussed and debated upon and which is spreading like fire all around the social media is whether video games promote violent activity or not. Different beliefs are held by different people; similarly various researches show various results. Some perspectives have indicated that videogames cast an extremely negative effect on people who play them, while other outlooks show that videogames do not cast any sorts of negative effects on their players. There are standpoints that point out that some videogames also shed constructive effects on the people who play them. Hence, for the clarification of this controversy all the sides have been provided and presented objectively for the formulation of the readers own opinion, as the viewpoints provided are completely valid and applicable. From the early period when home computers were a vogue word, to today’s in progress consoles, people have been playing games after games, due to which video games have been tagged as one of the most well-liked type of amusement in the world within the past few decades. Hence, several of video games are developed and introduced; these genres of videogames include action, shooter, action-adventure, adventure, role playing, strategy and stimulation games. Besides these genres there are many other noble games which include educational and informational video games. The question which pops up in our minds is ‘but how would games promote violence?’ or ‘how would such games cast a positive effect?’ The answer to these questions is that just because it is a “Video Game” does not actually mean that its significance shall be avoided. Children or adults are both affected by video games whether in a positive or a negative way similar to the way we they are influenced by television or novels, even though the latter is being spontaneously pushed far into the cupboard. Viewing the first outlook which verifies that videogames endorse violent activity amongst its players we can bring in light Dulan’s statement that authenticates that “Unfortunately, video games promote violence because after shooting, blowing up and running over a bunch of gangsters, zombies, etc., you win the game and all is well for you.” (309) Therefore, the fact that the negative effects are casted by all the shooting and spurting games cannot be closed the eyes to. Violent video games have become popular amongst the boys specifically and the popularity of such games has reached extraordinary scope. Stoff, Breiling and Maser stated that “Video games also have become a focus of concern due to the high level of violence they contain and the fact that children are active participants in violence.” (186) The relationship between brutal video-game play and aggression can be studied by viewing the notional line of reasoning that puts forward this relationship. This line draws on the very huge writing on media hostility effects. Many theoretical reasons provide us with the fact that video games effect is stronger than movie or television violence effects. These reasons include the fact that anything that we view is stored by our unconscious also that the majority of information in our brain is hoarded up by this unconscious part. This unconscious part of our mind processes much more data concurrently (about 2 billion times more that is) than the conscious mind. Hence, whenever people play video games with violent content the aggressive gist of the video is processes and stored by our unconscious mind. This stored information is then transformed by the brain of an individual and converted into behavior. To verify this standpoint Arnold has verified that “The unconscious mind fully accepts both the constructive and destructive drives as being equally valid, acceptable and necessary.” (5) Hence, these reasons validate the point that violent video games can formulate aggressive and hostile behavior amongst people who play them, specifically the children. As far as the other viewpoint is concerned that other than the negative effects some video games can also promote educational and positive effects is a completely different path of research. This is due to the fact the games to be specifically mentioned in the above notion of violence promotion are individualized to be violent. Whereas, videogames that cast optimistic or constructive effects are the ones which are contrary to the violent ones. Therefore, the aspect of brutal games spreading violence cannot be disregarded or falsified. Discussed below are different measures which can prevent promotion of violence through video games. It has been suggested that to prevent the promotion of violence different organizations of a society can play various roles. Amongst which the most important step to take is to avert video game addiction. This can only be done by expanding home activities which can keep the children as well as the adults off the track of spontaneously being involved with the video games and instead of wasting their time they can be assigned with better tasks or charges. But to do so it is necessary for the parents to be in constant watch of what their children are directing their time towards. Another important step towards the elimination of violence promotion is by educating the parents in order to make them able to play their role in averting video games addiction and changing their child’s mind set for better. It is important for the parents to know the advantages and disadvantages of the video games that they buy for their children. Hence, parents shall be informed to restrict any sorts of violent video games to be brought into the house or to be played by the children. It is believed that the mass media plays a vital role in shaping any society regarding its entire aspects which include the politics, the education, the economy and the institutions. Therefore, the social media can play a significant part in preventing as well as promoting any sorts of positive or negative notions in a society. Hence, to check the spread of violence amongst people who play video games the media shall provide them with advertisements and shall let them know of the effects that they might cause on them. DeJong illustrates the point by pointing towards an effort made by the media to prevent violence by mentioning that “A prominent recording company, took the lead in developing a rap music single, entitled ‘self destruction’, a ‘hype video’ and a campaign book under the theme ‘Stop the Violence’.” In an interview (NAME of interviewee) verified the perspective that “In order to prevent violence promotion through video games it is necessary to provide in-games messages which provide the players with a hint of the purpose of the games”, it was also stated that “video games shall rather be constructed on unreal events rather than original authenticated events.” This can also help the people from storing false purposes of the video games that are played by them. This has become a common notion now that the most hazardous children are shaped by a wicked combination of visualized and envisaged contents. Such video games can develop traumatic stress during childhood which in turn can create violent, remorseless children. Children which are affected in such a manner are resulting in chaotic, under socialized development. Therefore, as we search for solutions to the infection of violence promotion in our society, it is necessary for us not to base our judgments on biased thoughts and conditions. Instead it would be better if we perform the duty of making this society a better place for living through mutual un-judgmental thoughtful decisions. Overall, the controversy of promotion of violence through videogames is a frenzied debate, but the side of the argument which has been continuously gaining weight-age has been clarified. Yet, gaining the agreement from all the sides of arguments is nearly impossible as various people hold various perspectives. But the point which shall be clarified is that to remain un-biased it is necessary for everyone to remain distant from any unspecified sources of information, also not to jump on conclusions without the applying the steps which are required for solutions. Through this any problem can be eliminated from the society without any conflict. Works Cited Arnold, David S. Imind: The Art Of Change And Self-Therapy. Bloomington: AuthorHouse, 2010. Print. Berger, Arthur Asa. Video Games: A Popular Culture Phenomenon. New Jersey: Transaction, 2002. Print. Dulan, Steven. McGraw-Hill's Conquering ACT English Reading and Writing. 2nd ed. Columbus: McGraw-Hill, 2011. Print. Stoff, David M., Breiling, James and Maser, Jack D. Handbook of Antisocial Behavior. Canada: John Wiley and Sons. 1997. Print. DeJong, William. Preventing Interpersonal Violence among Youth: An Introduction to School, Community, and Mass Media Strategies. : Diane, 1994. Print. Name. Personal interview. 21 Oct. 2011. Read More
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