With increasing popularity in entertainment gadgets, games and advancement in technology, on line gaming has become an additive to the already pressing issues of computer and TV games. More and more teenagers and adults are falling prey to the addictive gaming world. However,…
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This paper will analyze the studies that have been carried out and try to illustrate their connection with the proposed issue.
There has been an ongoing controversy regarding the influence video games have on aggression. The term has been debated and widely discussed in scholarly literature. A study by Barbara investigated current knowledge on the matter by analyzing the theoretical explanations and empirical evidence related to the connection between aggressive behavior and violent video games (Krahe, n.p). It also analyzed the effects video games have on behaviors and cognitions. The article reviews cases when violent activities occurred after a view game experience. It also provides an analysis of experimental, longitudinal and meta analytic studies that were carried out. The study concludes that violent video games enhance one’s readiness in engagement of violent activities. Playing video games considered one of the numerous risks associated with aggression development (Krahe, n.p).
The strength of this study lies in the fact that it utilized different experimental methods and a randomly sampled population to attain its results on behavioral changes after playing violent video games. Though experimental procedures were carried out appropriately to determine the above mentioned correlation, there are other aspects of violent behavior that may have been neglected by the experiments. For example, the individuals mood prior to the video games was not assessed and their social background and other influential factors on their behavior. Though video games may have some influence on an individual’s mood the study does not determine what extent the video game has to play on the development of aggressive behavior in the absence of other factors (Schulzke, 127-127).
As mentioned above, there are several other studies that have been carried
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From Goldsmith’s cathode ray tube amusement device, the video games have evolved a great deal to become the seventh generation video gaming that one sees today. Nintendo, a portable seventh generation video gaming that includes a series of play stations, mainly Xbox 360 and PlayStation 3 is the most sought after version today.
In addition, playing violent video games is possibly more harmful than watching violent television shows or movies because these games are particularly interactive, engrossing and require the player to relate in a more personal way with the violent characters of the game.
In a study among Dutch adolescent boys who were exposed to violent and non-violent games the author suggested that: those who were exposed to violent games were more aggressive than those who were not and they further wished they were like the violent characters in the game. Those children have the tendency to acquire violent behavior.
The heavy exposure to the media in today’s world proves the fact that it can lay a great influence on the lives and personalities of the individuals. Video games also form an important form of this media and there has been a great increase in the use of video games as a form of entertainment for children.
According to the discussion one of the claims of supporters of the violent video games-violence argument is that playing violent video games lead to violent crimes, but they ignore the reality that the relationship between playing violent games and acting violently against others through crimes is weak.
On average children spend about 40 hours each week playing video games (Whitaker, 2009). Studies have shown that scenes of aggression in video games exceed those shown on television (Whitaker, 2009). Children cannot go for long without feeling bored. Therefore, when have nothing else to do they would rather play video games.
Research has shown that, many young people especially adolescent spend most of their time playing video games. Recent research shows that, girls spend approximately 5 hours playing video games while young men spend approximately 13 hours in a day playing violent video games. Video gaming is a multibillion dollar company.
Also, in the UK alone, 1.621 billion pounds was spent on video game software with an additional 1.06 billion pounds spent on consoles to play the games at home. This translated into 3.11 billion pounds gross that was made in the first 52 weeks of