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How Violent Video Games Contribute to Violence - Research Paper Example

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This research paper "How Violent Video Games Contribute to Violence" explores violent video games which usually bear grievous impacts, and entail being aggressive. Because they normally alter an individual’s behavior to conform to what the games advocate and apply in the real life…
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How Violent Video Games Contribute to Violence
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Extract of sample "How Violent Video Games Contribute to Violence"

Violent video games contribute to violence Introduction Parents, guardians, schools and numerous delinquent s have blamed violent media coupled with its varied aspects as the source of aggression among the children. Since youngsters, especially when they are in their teens usually watch numerous, violent media games. Besides, it is in adolescence (which is the age of discovery) where children prior acquiring the necessary social intelligence normally these impacts affect them grievously. Hence, prompting them to have adverse behaviors that usually culminate into violence in the society and settings in which they interact with fellow peers. This is especially in the schools where some after falling out with their peers have resulted to shootings. Conversely, studies have contended contrary to violence emanating from the violent videos mainly among the children. They contend that, aggression especially among teenage usually emanates from the environment, which nurtures them to maturity or due to mental disorder of an individual. Hence, reshaping one’s character where one becomes violent due to the belief that this is the only way others can understand own situation. Studies have proved that violent gamers normally depict characteristics of antagonism chiefly in their behavior (Craig & Karen 778). This usually extends even long after the turning off the game where the players’ inner emotions become numbed and merciless contrary to those who have not watched. Since, the current, sophisticated media allows the players actively interact with the scenes where with other peers they can compete to prove possessed remarkable expertise to outdo the other. This brews aggression among the players and especially if they are teens, where their control immensely relies on emotions and not intellect because of their immaturity (Craig & Karen 779). Consequently, they turn hostile especially when they are in the midst of other students and when irritated result to killing; similarly the way they see and do while playing during their video sessions. Psychology claims that youngsters develop “Behavioral scripts” where life’s experiences usually record themselves. According Michael Rich, children use this to respond to the external environment, and especially when it seems hostile, they counteract it with the same measure or extra (Craig & Karen 780). Alternatively, they act to outdo or outwit the predicament that is depriving them the comfort they are experiencing via either inflicting pain, which is the environment comprising of their peers. Consequently, they result to hurting them and regretting afterwards of their actions when they sober up. The motivator of all these is what they attain from the violent video games (Craig, Katherine & Gentile 3). Since, most normally place the player on the side of the aggressor. It makes the player start having the feelings of hostility, and one expects the same from those he engages who are ready to fight and resist, but one’s peers are contrary. Primarily, the game offers rewards to the aggressor due to achievements made in pursuance of their opponent while in their mission. Owing to constant urge in playing these games, they normally offer the player to rehearse the entire process involving provocation to the absolute resolution of the conflict, which is death (Ferguson & Rueda 102). Additionally, since these games are addictive, they augment the learners’ skills and embed aggression in their character as they continue maturing. Hence, become part of them, which it may be hard to amend their behavior once they are adults. According to studies, youths’ exposure to video games has resulted to numbing their feelings against horror or both the human and property destruction. Youths emulate numerous sadistic actions evident in these videos and assume that, the only and effective way to deal with life predicaments is via violence (Ferguson & Rueda 105). In this way, youths may not be aware until other people notice and with proper time timing, skillfully communicate it to them. However, this it may take long to change, since the behavior engraves itself in their personality, where in every task or action they want to emerge triumphantly. Hence, they do apply all the means that will enable them to attain what they want. Since, the real world has protocol, which each has to observe meant to live in harmony with others. The youths do not recognize this and yield to applying force even where it is not applicable (Ferguson & Rueda 106). This is aggressive behavior, which the youths normally develop slowly unknowingly and affect them negatively in adulthood. In addition, video games have a way of twisting the mind of the young viewers to imply that, what characterizes the world is violence (Muniz). Therefore, for one to survive has to be brave via developing self-defense behavior, which has made numerous victims in the movie succeed. Self-defense behaviors ordinarily emanates from the fear of becoming a victim of violence and a mistrust of fellow peers. This is because the fellow peers might result to becoming enemies contrary to one’s expectations when relying on them for security. Similarly, due to the absence of mistrust, even there are doubts the regime will not offer adequate protection or justice; hence, one has to be self-reliant (Muniz). Violent video game usually desensitizes the emotions of the youths, which extents in later life stages (Craig, Katherine & Gentile 3). The games depict the aesthetic aspect of destruction especially by the aggressor as one pursues own justice and defense (Gentile et al 12). Hence, entail killing the bystanders and those who may not be involved in the conflict. Conversely, the aggressor is blind emotionally to see the utter suffering inflicting on fellow “humanity” in the movie. This scenario and actions an individual usually carries on to the real life where the destruction of others’ property or demise of a person is not an issue. This is because of utter deprivation of the necessary innocence coupled with human emotions responsible for shunning evil desires or thoughts that trigger violence. Additionally, youths when among other peers they view themselves as champions. Since, at the least provocation they are ready to reiterate with equal or extra force that will ensure their dominance in the society. Conversely, some studies have argued contrary and stated that violent videos cannot alter one’s behavior to the extent of being aggressive. Therefore, they have placed the blame on one’s varied mental disorders that might interfere with the necessary, sound thinking (Gentile et al 10). However, in some incidences, this may be true, since diverse people normally respond differently to mental disorders. For illustration, via being violent, which is exceedingly rampant among these victims where the doctors and those supporting the idea strongly emphasize. These researchers have not fully accepted the notion that video games usually contribute to violent incidences among the youths or those who watch them. Since, they argue there are numerous individuals globally who have watched and played the games to date, hence the world is intact. They contend that, suppose it was the violent video games that make people addicted to them become aggressive, the world would be in chaos now (Craig, Katherine & Gentile 76). Nevertheless, numerous researches undertaken by American Psychological Association (APA) have confirmed aggression after or due to prolonged, violent video playing. APA derives its confidence from study comparison that encompassed two groups, those who playing violent and non-violent games (Gentile et al 22). After comparison and tests done on them, results unveiled that gamers showed high aggressiveness contrary to the non-violent category. Similar research involving the violent games’ addicts plus those who do not participate or have any interest confirmed similar results. This rendered the medical practitioners and their supporters’ argument null and void. There are some arguments opposing the notion of these videos as the source of hostile conduct, which state that they are beneficial to their growth (Craig, Katherine & Gentile 135). The argument is that they do aid in emotional balance where they are able to cope with violence that might characterize live incidences. This is especially in the competition settings where they ought to beat all the odds and emerge victors. Since, their challengers constitute mere people like them and are in the same, predicaments besides environment or competing stage (Craig & Karen 785). However, this might bear some truth, but it immensely relies on individuals’ maturity beside mental capacity control especially among the adults. Since, they are able to tell which trait to adopt from the games, hence turning to a benefit to them contrary to youngsters who may lack that understanding. Conclusion Violent video games usually bear grievous impacts, which entail being aggressive (Craig, Katherine & Gentile 61). Because, they normally alter an individual’s behavior to conform to what the games advocate and apply in the real life. This emanates from the current technology’s sophistication where the player takes an active role contrary to the past. One is active and constantly devising techniques meant to outdo the enemies or the predicament, which might be facing him where after winning one attains rewards. This is via violence, right from initiation to the point of having an adequate resolution where its culmination is people’s death and property destruction. Consequently, desensitize players’ emotions and result to applying them mercilessly in the real world. Work Cited Craig, Anderson, A, Katherine E. Buckley, & Gentile, Douglas A. Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford University Press, 2007. Print. Craig, Anderson, A., & Karen, E. Dill. Video Games And Aggressive Thoughts, Feelings, And Behavior In The Laboratory And In Life. Journal Of Personality And Social Psychology 78.4 (2000): 772-790. Web. 8 May 2012. Ferguson, Christopher J., & Rueda , Stephanie M.. The Hitman Study: Violent Video Game Exposure Effects On Aggressive Behavior, Hostile Feelings, And Depression. European Psychologist 15.2 (2010): 99-108. Web. 8 May 2012. Gentile, Douglas A., Lynch, Paul J., Ruh Linder, Jennifer & Walsh, David A. The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence. 27 (2004): 5-22. Web. 8Th May 2012. < http://gmedia.glos.ac.uk/docs/articles/Gentile_Lynch_Linder_Walsh_20041.pdf> Muniz, Hannah. Violent video games hold hidden benefits. October 2011. Daily Trojan. Web. 8Th 2012. Read More
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