Extract of sample "The impact of violent video games"
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Players compete on a higher level and physically and emotionally than people do when reading literature.
I think that video games and literature differ a lot. The difference arises once a consideration that encompasses all the attributes of the video games against those of the contents in literature. There is valid evidence that supports the logic that participating in film sports differs from the experience of reading a book, listening to radio broadcast or viewing a typical movie (Atwaan). The statements imply that there may be differences between players who play the same game.
Just as literature, the more active acknowledged positive impact of video games is that they help children to improve their manual diversity and computer literacy. Violent acts include unclear but commonly examples of murder and assault with a deadly weapon. Besides, accidents that might result to death of a person and torture are part of the violence. Literature has different impacts to a person. The influence is mostly influential to individuals below the age of eighteen whereby video or graphic violence.
They arouse strong emotions that range from excitement and titillation to even terror. The fact also depends on the mindset of the viewer and the method that contains its presentation. Unlike literature, video games are presented in adult action genre and is expected to evoke excite feelings of the targeted demographic without inducing disgust or revulsion. I think the comparison between literature and video games differ and do not have the same impacts on an individual who uses them. In addition, video games that have been a source of controversy of violence tend to be interactive and not passive when compared to research.
This clearly indicates how video games and literature differ Video games violence differ in many ways , it has impacted different emotions on children and the viewer of the same they can lead to alienation , psychiatric diodes ,suicide risk,
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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.
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.
There is an increasing focus of the young generation in video games which coincidentally is violent. The effect of this in their social life is of significant impact in the overall society. The perpetuity of the community is dependent on sound development of the young generation in their moral life.
There are many questions than answers as to the reality or rather the truth if at all violent video games impact negatively or even contribute to the rate of criminal activities. Most parents are usually worried on the implications of violent video games on their children. Video gaming has been common among children.
There is a long standing tussle between those who support the Aristotelian viewpoint that violent video games do not promote aggressiveness among the players and those who believe in the Platonic theory that violent video games influence the impressionable minds negatively (Cogburn & Silcox, 2009).
Pros and cons come and go. Economic, political, and scientific issues abound. In spite of all the shortcomings and all the nuances arising from the conflicts of interests, scientific research is going through the right direction. Little by little research is validating the common sense understanding that violent video-computer games produce negative effects on children and teenagers.
The content and duration of the video game play seems to maintain an important factor in whether the child, adolescent or adult figure is affected negatively based on what is witnessed in terms of aggression, bloodshed or hostility as offered by video game developers.
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