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The effect on the young adult will largely depend on the intensity of addiction to video games and the levels of violence contained in such games. The paper notes that video games are good despite the few problems.
Young adults may become socially isolated once they start dwelling on games every time they are not occupied with chores or studies. Teenagers may become so used to video games that they may end up forgetting some of the important schooling aspects such as homework, reading and sporting activities that make them physically and mentally fit. Time spent with family and friends would be minimal while at the same time it is not possible to them to replace their offline time in engaging with people. Rather, such time is replaced with getting used to online games on mobile devices to a point that being a loner if, not regarded as a norm by gamers.
Games shape the minds of those playing; be it violence and aggressive thoughts associated with the game or fast moving cars and the adrenaline that comes with speed (Anderson, Gentile & Buckley, 2007). Violent games can be said to be directly related to the increased aggressive thoughts of gamers and a violent nature in real life. Games are interactive in nature, and some have the aim of rewarding violence which is dangerous if translated directly in real life. The gamer is in control of the violence using gamepads that make them feel powerful whereas in real life this is not the case. The gamer also has the chance to experience the violence first hand such as killings, shooting, stabbing and shooting which are considered as a vice but an achievement in the game.
Other video games have the tendency of teaching teenage gamers the wrong values such as violent behavior, aggression and vengeance that are rewarded in the game (Anderson, Gentile & Buckley, 2007). Situations that are used in real life such as
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At its best, video games provide maximum entertainment, but at its worst, these modern innovations present serious damaging effects on children. This type of media entertainment greatly affects the behavior of the younger generation. Today, the aggressive behavior in children and the mounting occurrences of crimes by young gamers may be attributable to their constant exposure to video games with violent content.
These games have become a favorite of children and teenagers and therefore, people have voiced certain concerns regarding undesirable social, psychological and physical side-effects of an unhealthy level of pre-occupation with them as well as the side-effects of regular playing.
Video game industry in North America Name Institution Date Video game industry in North America Introduction The video game industry in the North American continent is an industry that has offered employment opportunities for many on the global scale through the creation, distribution, and the sale of video game products.
[Anderson & Bushman, 2001] Most of the games appropriate for these young players can bring a lot of benefits, but besides this they raise violent features, gore, antisocial behavior among parents, educators, child advocates, medical professionals, and policy makers.
On a positive note, with its still small base this market has a large opportunity for expansion and is expected to grow further in the coming years. The improvement, according to the think-tank will be driven by the "shift in preferences for expenditures for consumer dollars" (Emigh 2008).
Talking to me would be the clincher, though. If you hadn't already guessed at this point, you would now understand why most of my friends and relatives classify me as a gamerand and why I identify myself as one since I fit several of the basic characteristics of the classic gamer type.
The author states that in America, gaming is considered to be a virtually every day pastime because of its relatively low price and constant improvements in graphics and content that make gaming much more realistic than in previous years. In Japan, video game revenues usually surpass sales in the United States year by year.
As the report highlights in a steadily growing technological generation, children are also given the means to be influenced by media, such as television shows, movies, and music. Since children are capable of being impacted by these media mediums, it is also believed that they can be just as easily influenced by video games.
However, the next release for the OS X version under the SimCity series would be in the first and second quarter of the same year. Ideally, the game depicts how players may create settlement that may grow into a city within a zoned land.
Almost all studies conducted have failed completely verify the external validity for confounding variables. Porter & Starcevic confirm that, “the relationship between pre-existing hostility, exposure to violent video games,
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