Video Games Cause Influence on Teenagers" Introduction Everyday perception leaves a great impact on the psychology of the individual. These include the happenings in the immediate environment or observation by means of television, video, movies, witnessing any accident, theft, trauma or mishap…
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Even though video games are capable of releasing pressures and certainly entertain most people, video games still needs to be banned among young teenagers because videos game may lead to aggressive behaviors, mentality issues, and even more criminals of young teenagers. Observation reveals that video games present such deep seated implications, off-ramp thoughts as well as outlook and perception of the children. Such games greatly influence the psychology of the kids and inculcate a feeling of hostility and brutality. Studies have been conducted across the world as the situation is becoming alarming and the consequences of videogames and computer games are culminating into behavioral tribulations. An augmentation in aggression is reported to be due to observation of cruel movies or playing videogames that are based on killing acts. Videogames are immensely flattering modern children and their parents. Easy availability has not only revolutionized gaming besides keeping the children busy, but also inculcate violence in children (Web: "Reality Bytes: Eight Myths About Video Games Debunked"). Videogames started in 1952, created by A. S. Douglas, the first computer game, Noughts and Crosses. This was presented as his dissertation. Followed by various others, Russell (1962), who developed "Spacewar". It gained popularity across the world and transformed the entire fun of gaming. With the introduction of character "Mario" in "Donkey Kong", developed by Miyamoto (1981) made the game popular. Eventually, the game became one of the most admired source of amusement not only between kids but also amongst adults. With this game Miyamoto emerged as an industry giant. Later, in the year 1994, Entertainment Software Board was established by Entertainment Software Association, with an intention of providing ratings and information about video and computer games (Web: " History of Gaming "). With the advancement of technology, Sony released its play station (PS) 2 in the year 2000 with magnificent graphics and performance. The year 2001 witnessed the release of Grand Theft Auto 3. It gained popularity because of its quality but it was rated to be unlegislated as it encompassed slaughtering people, choosing prostitution and burglary of cars and money (Web: "The Video Game Revolution"). Such results demand to prohibit video games to avoid deterioration of developing psychology of the kids. Videogames and computer games are inducing an alteration in the behaviour pattern of the children of the present epoch. They are responsible for generating isolation, self-centred approach and also infuse violent temperament thereby leave little room for emotions and empathy, in turn they are responsible for permeating violence in children. The article highlights impact of videogames on behaviour pattern of the children playing such games. Establishing Credibility Now, it is been over 30 years, videogames are becoming the part and parcel of modern life. The video game industry manages to churn multi-billion dollars as it is popular in every age group especially kids and youngsters and is a must for university libraries, laboratories to the living rooms of modern homes (Web: "History of Gaming"). With the advent of smart phones and mobiles, access to such games is gaining popularity as one can download desired games anywhere and at anytime. Considering the fact that videogames bring one of the most
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(“Violent game Research Paper Example | Topics and Well Written Essays - 1250 words”, n.d.)
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(Violent Game Research Paper Example | Topics and Well Written Essays - 1250 Words)
“Violent Game Research Paper Example | Topics and Well Written Essays - 1250 Words”, n.d. https://studentshare.org/english/1489966-violent-game.
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Concerning this research study, the proponent of the work at hand provides the discussion of the purpose of the chosen article of the said study, its main hypothesis, design and measurement. Finally, the proponent’s scholarly critique on this study is provided.
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