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The games are designed in a manner that instills realism to the games and the moment one plays them it gives a natural feeling (Shaffer & Kipp, 2010). Initially, the games were developed for mere entertainment purpose but over time the objective has shifted to include other aspects that are unfavorable to young children who are mostly addicted to these games. For instance, the video game Grand Theft Auto vice city is a mission-based video game that incorporated wrong vices such as violence, crime and prostitution. This indeed is wrong as the games instill wrong traits to the people who play them. But despite the negative vices that comes along the games they also have positive impacts on the gamers as they help them develop a high degree of judgment & problem solving as the games provides them with dilemma situations where critical decision have to be made and which have great impacts on the overall progress of the game (Gunter, 1998; Child Development Institute, 2003).
According to psychology, the personalities of human beings tend to vary and thus different people will possess different personality traits depending on certain factors that have influenced the growth of that particular person (Gentile, 2003). Research conducted by Pennsylvania State University indicated that children who play video games are prone to be more hostile if they are less conscientious, less agreeable and easily angered (Shaffer & Kipp, 2010). This group of children is said to be the one that is negatively affected by playing video games. However despite impacting negatively on the said children violent games which are mainly mission based offer the players an opportunity to learn new skills especially rational and critical thinking skills that aid in solving complex problems (Anderson, Gentile & Buckley, 2007). That notwithstanding, video games in general have always been associated with addiction as children and teenagers are perceived to be
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However, since the mass media explosion of the twentieth century, a staggering amount of violence was made available to every person worldwide. The rise in availability came with a subsequent rise in violence in programs that had adverse effects on society.
Additionally, playing violent video games could be more harmful than viewing violent television movies or shows because these games are especially engrossing, interactive, and necessitate the player to relate in a personal way with the violent characters within the game.
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.
They have become an integral part of everyday living. Communication is far easier with the help of computers. Information and learning became easily available on the internet. However, in the midst of these benefits people enjoy through the use of computers, problems also are present.
Computer and internet are the technological revolutions, which made drastic changes in human life. Teenagers seem to be the community, which was influenced more towards technologies and innovations. Teenagers in the past were more interested in playing games as a way to spend their leisure times.
Since the introduction of video games in crude form by Thomas T Goldsmith and Estle Ray Mann in 1948, they have proved to be the great source of amusement. From Goldsmith's cathode ray tube amusement device, the video games have traversed a mammoth distance to transform into seventh generation video gaming.
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.
The author states that video games have been part of consumers for about 30 years. They are a preference to many parents due to the fact that children do not have to go outside the house to play. Apart from that, they are a unique source of entertainment since they encourage those who participate in it to be part of the game script.
Once reviewed, if the protocol requires expedited review ONE full submission packet is sent to the IRB office by the Center Representative for review. If full review is required, the College/Center Representative will direct the principal investigator to submit 23 copies (AND 1 original) of the New Protocol Submission Form and all supporting materials (research protocol, consent/assent forms, checklists, letters of authorization, etc.) to the College/Center Representative who will forward to the Office of Grants and Contracts (OGC).
The debate on whether or not violent video games makes children violent is not new, and because of the recently-finished elections, it became a hot topic once more. Studies are divided on if and how much playing violent video games influence children’s violent
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