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According to Anderson (n.p.), ‘the active role required by video games is a double-edged sword.’ This indicates that while some term video gaming as a quick avenue to increased violence in society, it remains the effective teaching tool in schools and society. Technological advancements have made it possible for learning institutions to use both violent and non-violent video games to pass around useful information that moulds learners into better, creative and active people in society (McLean & Griffiths 121). While parents show aggressive resistance by denying their children access to violent video games, they must understand that the number of children who love video gaming is higher than that of adults. Reports from the Entertainment Software Association affirm that provide children are exposed healthy learning challenges when they play violent video games. Through them, they are in a position to understand and apply rules effectively in real life. In addition, learners can best understand real world issues revolving around war, sexual abuse, death, and mechanisms to deal with trauma that comes after such events.
Psychologists’ assumption is that violent video games modify human behavior because people tend to adopt skills and act according to what they see and hear. While the assumption is a true material fact, video games only cause health complication for instance depression. Continuous playing deprives human beings a chance to interact and build social networks. However, when people play video games together, they get ample time to interact and socialize. Violent video games can be scary especially to children because of the actions, challenges, and difficulty to win. However, it provides good mechanisms of helping them overcome fear and anxiety. With time, they understand and control their emotions of fear and anxiety. Harvard researchers Lawrence Kutner and Cheryl Olson argued that, ‘playing
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What is Neoliberalism in the United States?
During the past couple of decades, the economic and public policies in the United States has been dominated by neoliberalism (Campbell and Pedersen). In general, neoliberalism is all about having a government bodies that strongly promotes the importance of free trading and open market which are common characteristics of economic liberalization (Fish; Boas and Gans-Morse).
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.
The issue. The youth of a society are its building blocks. The better their personalities are structured; the sounder would be the foundations of the future of a nation. Anything that indulges the youth into activities that may deform their personalities for ever and may incorporate and enhance negative aspects of their personalities should be shunned.
The ideas in this movie were inspired by the real childhood experiences of the writer Bryan Bertino, who was brought up in an environment where house breakage was rampant (Bertino 100). Kristen and James return home, an isolated house, from a wedding reception feeling upbeat and James proposes to her but strangely she turns down his proposal.
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.
[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.
at was put on display to the general public, but it was only in the year 1972 that the Magnavox Odyssey became available as the initial consumer video game console. None of the early games that existed during the 1970’s and in the mid 1980’s could be regarded as
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.
The rapid growth in this industry has brought about both criticisms and support arguments as to whether video games are beneficial or detrimental especially to the teenagers who are the most frequent users. Video games