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Video Games Have Negative Effects on the Society - Literature review Example

Summary
The paper “Video Games Have Negative Effects on the Society”  is a spectacular example of a  literature review on information technology. The term video game refers to an electronic game, which the interaction of humans with an interface that generates video feedback on a device…
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Extract of sample "Video Games Have Negative Effects on the Society"

VIDEO GAMES HAVE NEGATIVE EFFECTS ON THE SOCIETY by Student’s Name Code + Course Name Professor University City/State Date Introduction The term video game refers to an electronic game, which the interaction of humans with an interface that generates video feedback on a device (Anderson 2003). There are various classifications of video games notably casual games, educational games, and serious games. As implied by their name, casual games are easily understood and offer flexibility. This ease is in contrast to the serious games, which tend to have a higher degree f complexity than the casual ones. On the other hand, the educational games are geared towards spreading knowledge. Due to the spread of technology in the society, video gaming has gained unprecedented popularity, especially among the youth. Many people are easily shunning active leisure in favor of passive leisure in the form of video games (Griffith 1999). As such, it is correct to note that the developers of these games are benefitting a lot from the popularity of these games and the corresponding increase in sales. However, these benefits cannot be enjoyed by the entire society due to the harmful effects of these games on their players. The possibility of one getting addicted to video games is very real hence the need to ensure that the public is aware of the dangers of these games. As such, video games affect the society negatively in many ways including the health of the players, promoting violent behavior, loss of communication, and addiction. Video Games Have a Negative Effect on Society Video games have harmful effects on the health of the players in the long term. The health concerns arising from video games are related to the preference for passive leisure instead of active leisure. As such, video games play a big role in influencing people to avoid taking part in sporting activities, which are otherwise known to have positive effects on a person’s health. For instance, many young people would rather stick indoors and play these games with their friends instead of venturing outdoors and participating in physical sports or just enjoying nature. Eventually, they tend to develop health problems like obesity due to their relative inactivity and the resulting weight gain. However, Schmeirback (2010) has counter-argued that video games have given the young generation a chance to explore and develop their competitiveness. Such a trait is handy when they venture into active sports. However, this argument can be refuted by the knowledge that the weight problem that currently troubles much of the developed world arises from passive leisure. This passiveness is promoted by video gaming. Other adverse health effects include the development of seizures by the players of these games (Southwell & Doyle 2004). Therefore, it is apparent that video games have adverse health effects on habitual players. Video games are responsible for the increasing violent behavior in the society. Anderson (2003) opines that the evidence supporting this assertion is visible in previous school shootings by players of these games notably in Kentucky. The amount of violence that is usually depicted in video games is enormous. For instance, the popularity of video games that contain extreme violence such as mortal combat is a market reality. In fact, the human tendency to prefer violence and, in essence its depiction in life has seen a surge in the number of such games that contain violent themes. The effects of these video games on the mental development of their players especially the young ones and teenagers are adverse. These games tend to normalize aggressiveness hence occurrence of violent incidents in the society notably during demonstrations and riots. Notwithstanding the above argument, Schmierback (2010) opines that the violence in these games promotes aggressiveness, which is a necessary trait in today’s society. He further observes that the proportion of those resulting in violent means is negligible in comparison to the people exposed to video games. As such, Schmierback states that People should not disregard the games due to a minority who prefer violence. However, this argument is refutable due to the prevalence of violence in today’s society whether in the real world or the gaming world. Video games are very addictive hence tend to reduce the overall productivity of a person. According to Griffith (1999), video gaming tends to separate a person from the real world and sucks them in a euphoric state. As such, habitual players tend to be attracted by the potential separation from the harsh realities of our world in favor of the gaming world where they are in control. This preference for gaming is evident especially if we consider the wide range of video games available and the extent to which they capture the attention of the players. In this way, these games manage to command total involvement of a person in the game hence promoting the addictive behavior. Bartholow and Anderson (2001) assert that addiction to video games is responsible for the rise in cases of antisocial behavior, especially among the youth. They opine that the increasing ease of access to gaming devices has not been matched by the availability of information on the harmful effects of this behavior. Eventually, these two writers argue that the love for video games ends up being self-destructive for many people. Schmierback (2010) challenges this view by observing that the video games are not to blame for these addictions. He notes that getting addicted is a flow in the behavior of the people concerned rather than a weakness of these games. However, this argument is defective since it is clear that more people are increasingly getting addicted to video games. As such, it is only fair that the society is made aware of this adverse effect of video gaming. Another adverse effect of video games is reduced communication. Anderson and Bushman (2001) state that avid players of video games tend to develop antisocial behavior due to their relative separation from the rest of the world. They tend to be more comfortable in a gaming environment but once they are outside this comfort zone, these people are almost helpless. In essence, the constant participation in gaming diminishes the ability for the people involved to communicate effectively outside this environment. If this inability to communicate effectively is coupled with violence, video game players are separated from the rest of the society due to antisocial behavior. The lack of interactive plots in these games is another pitfall for their players, especially children. This demerit arises from the fact that the absence of such plots does not help the said children in developing their speech capabilities. Rather, it tends to diminish these capabilities. Notwithstanding this argument, Anderson (2003) opines that speech development is a function of human interaction hence it should not be blamed entirely on video games. However, this reasoning can be refuted with the knowledge that in comparison to conventional programs, the contribution of video games to speech development is minimal. Violent video games promote aggressive behavior among habitual players. According to Anderson (2003), these games are responsible for normalizing an aggressive approach to problem solving. Their tendency to involve violence and create a feeling of us against the world affects the ability of the youth to result in peaceful means of problem-solving. Southwell and Doyle (2004) opine that poor communication and anti-social behavior that is perpetrated by these games tends to leave teenagers with no option other to adopt an aggressive approach to life. Though aggressiveness is good in some situations, if coupled with violent tendencies it becomes meaningless and destructive. Griffith (1999) states that aggressive behavior should be viewed in positive terms due to its relevance in the society. However, this view does not resonate well with acceptable values especially when this aggressive behavior is coupled with violence. Violent video games are therefore harming the society by promoting aggressive behavior. Conclusion From the above discussion, it is apparent that the adverse effects of video games far outweigh their perceived advantages. The chances of habitual players getting addicted to these games are very real just as their tendency to promote violence. Other adverse effects of video games to the society include promoting unhealthy behavior such as shunning active leisure in favor of passive leisure. Poor communication capabilities of the players and the tendency of these games to affect the development of teenagers are also among the many effects of these games. In conclusion, it is evident that video games have adverse effects on the society. Reference List Anderson, C.A. & Bushman, B.J., 2001, ‘Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature’, Psychological Science, vol.12, no. 5, pp. 353-361. Anderson, C.A., 2003, ‘An update on the effects of playing violent video games’ Journal of Adolescence, vol. 27, pp. 113-122. Bartholow, B.D., & Anderson, C.A., 2001,’ Effects of Violent Video Games on Aggressive Behavior: Potential Sex Differences’ Journal of Experimental Social Psychology vol. 38, pp. 283–290. Griffith, M., 1999, ‘Violent Video Games and Aggression: A Review of the Literature’ Elsevier Science, vol. 4, no. 2, pp. 203-212 Schmierback, M., 2010 “Killing Spree”: Exploring the Connection Between Competitive Game Play and Aggressive Cognition10 ‘ Communication Research vol. 37, no. 2, pp. 256-274. Southwell, B.G., & Doyle, K.O., 2004‘The Good, the Bad, or the Ugly? A Multilevel Perspective on Electronic Game Effects’ American Behavioral Scientist vol. 48, no. 4, pp. 398-401. Read More
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