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The increasing trend of using technology and gadgets is reducing the degree of outdoor activities for children. This results in increased durations of indoor activities that mainly constitute of watching TV and playing video games. According to Reinberg, US kids spend around 8 hours watching TV and playing video games every day. The modern video games have alarming levels of aggression and violence in them since they are mainly based on warfare or combat themes. Anderson stated that many scenario based games revolve around the killing of innocent characters with guns, knives, fighting etc. Exposure to such level of violence and aggression for elongated durations affects the players on a short term, as well as a long term basis. Kooijmans stated that violent games cause an increase in destructive cognitions and negative arousals. He also stated that violent video games induce hostile attitudes and beliefs among the users on a long term basis. The high quality of graphics and animation make the scenarios look genuine and give the perception of a real life. Anderson stated that experience of such real life violent situations makes the individuals insensitive to other people’s suffering and pains since they view such details on a daily basis in the form of animated characters.
Benedetti pointed out that the increase of violence in video games is having another severe effect on the new generation; shootouts in schools. There have been numerous instances where students have opened fire at their fellow students and caused massacres. Examples of such incidents include Colorado shootout in 1999, Viginia Tech School shootout in 2007 etc. Layton stated that the shooters in the Colorado shootout were excessive players of ‘Doom’, ‘Mortal Kombat’ and ‘Wolf 3D’. These games were considered to be popular and common violent games of that era. Layton also
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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.
One particular aspect of this saturation is the extent to which violence in video games pervades the current culture. Whereas children of generations past have been exposed to television and other forms of violence within the media, the direct interaction that video games allow represents a unique and new dynamic.
It is the week before finals and the caf' is crowded; you grab the last empty table. The three of you are meeting to discuss the group project you will be presenting on Wednesday. This is the meeting in which you will take the work you have done individually and put it together to create your presentation.
Whether it is the television, video games, radio or marketing efforts made by companies, children usually do become the recipients, whether it is intentional or unintentional. The thesis statement here is to research on social and ethical implications of children and teens playing violent video games.
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Video games have been revolutionary for creating a unique platform for children’s recreational activities.
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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.
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Yet, such extensive passion for video games is not left without attention of specialists who express their concerns about the amount of violence games contain. Many argue that violent computer and video games are responsible for
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