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Critique of Why We Need Violent Video Games - Essay Example

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The following discussion "Critique of Why We Need Violent Video Games" will look at different arguments and points of view regarding the need in violent video games. The paper examines the influence of the games in order to investigate the truth about the topic problem…
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Critique of Why We Need Violent Video Games
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Critique of & quot; Why We Need Violent Video Games & quot Introduction There are many questions than answers as to the reality or rather the truth if at all violent video games impact negatively or even contribute to the rate of criminal activities. Most parents are usually worried on the implications of violent video games on their children. Video gaming has been common among children and the majority of children in American population have little chances of avoiding the urge of playing video game. In fact, the male child is more prone to playing violent video games in comparison to the female child. Social scientists have attempted on several occasions to relate the effects of media violence with behavior especially in reference to video games. The contemporary video games have not only become more realistic but also bloodier than decades back. Arguments for and against video gaming The trend being witnessed in the type of video games being sold to the consumers is that they are being modeled to be so entertaining. In addition, they are also made to be more involving as they tend to encourage the players to be part of the script of the games. Statistics reveal that approximately 97% of the teenagers in the US usually play video games. Moreover, the sales of this form of popular entertainment among the teenagers are rapidly growing. However, they are perceived to be implicating both positively and negatively to the children of US. Interestingly, some individuals have become the proponents advocating for violent video games by arguing that the society actually need them. Therefore, little consensus and agreements have been reached on the issue of violent video games as there are conflicting information on their effects (Anderson & Warburton, 2014). Carey (2013) illuminates that researchers are seeking to give clarification on what can be perceived as the effects of games that are violent. Carey (20130 further asserts that playing those games do not either stir urges that are hostile or behavior that is aggressive in the short term. Admittedly, children addicted to gaming tend to be relatively aggressive. There is no clarity on whether long term addiction or habit of playing violent video games increases the probability of an individual indulging in violent criminal activities such as rape, murder, or even massacre. Short term laboratory experiments on the arousal of the psychological and physical aggression as a form of behavior as a result of gaming indicates more aggression. This is in comparison to those inclined to non-violent video games (Carey, 2013). Individuals who play violent games tend to act slightly rudely few minutes after playing than they would otherwise. In reference to long term duration to violent games, it is quite difficult to determine if the cumulative exposure may result into hostilities in the real world scenario. Reports from Brock University show that playing violent video games for a longer period can forecast the high cases of similar incidences with time. Critiques, however, do not conform to that line of thinking as they argue that aggressive children are often likely to be lured into violent video games than those who are not aggressive as they appear to be self selected to prone to conflict. This does not incorporate the influence that stem from the situations in the families or even the challenges that accompany moods. According to Sutter Health (2015), the players of these video games are compelled to be attentive while playing. They are normally absolutely engaged both emotionally and physically in comparison to individuals watching TV/movies. It is a common trend among teenagers in the US as earlier mentioned at the preamble. One of the positive effects of playing video games especially among children is that it improves their computer literacy, as well as manual dexterity. Besides, the ever advancing of technology provides them with improved graphics inclusive virtual playing experience that relatively realistic. The second positive effect is that the industry of video gaming has been of high quality hence becoming a force to reckon with in the lives of children more so the teenagers. Video games that are not only pro-social but also rewarding help the children to show empathy inclusive of helpfulness in their lives on daily basis. The report from Sutter Health (2015), however, supports that there is a link between aggressive behavior and contents of video games that are violent. Children with the leverage of indulging in video games on daily basis exhibit increased level of aggression especially if act of violence are repeated continually. Gilsdorf (2013), on the other hand, elaborates his opinion on the need for violent video games despite the fact that parents inclusive of pundits using violent video games as scapegoats by attributing them to recent spates of violence. Gilsdorf (2013) explains that executive actions and legislative proposals of the US in the attempt to combat gun violence, revolves around the video gaming industry. He argues that studies have illuminated the lack of credible direct relationship between aggression and video gaming. It therefore, doesn’t hold to take the industry hostage by banning or prohibiting video games since violent criminal activities among the youth is at an all time low. Gilsdorf (2013) elaborates that though it may appear as a paradox; these games are vital outlets for aggression. They provide the players with a safe platform expressing their anger and aggression. He further asserts that the majority of players never allow their violent fantasies to rip over them. According to the Telegraph (2015) the shootings that happen virtually in the video games among the players who are aggressive are often captivated that they rarely cause trouble in the real situation or world. The games sale due to the fact that human psyche appear to have affinity for visceral and experiences that are rich in adrenaline. Gilsdorf (2013) uses the analogy of men such Lanza who are perceived to be intelligent but withdrawn who have often turned to be mass killers. He claims that these individuals are usually ill mentally, as well as hopeless, and when depressed, the video games may prove to be a remedy or even solution to their predicament is it allows them to vent their anger and frustration. According to Sutter Health (2015), the management of consumption of media among children may be a hard nut to crack due to the popularity of video games which is ever increasing. Fortunately, the negative effects of these activities can be minimized among children. For an instant, it is prudent for the parents or the guardians to have a comprehension of the type and rating of video games that a child plays. They children can also be limited on the duration in which they are allowed to play or indulge in video games. In addition, close monitoring and supervision of how children use internet is needed as there are numerous video games that are availed through the online. Conclusion Those who are against video gaming usually attribute violence as a consequence of exposure to violent video games. They attempt to associate gaming activities with aggression that consequently lead to criminal activities. On the other hand, the proponents of video gaming claim that these activities are vital in aiding in the minimization of criminal activities as it provides the platform that allows the players to divert their anger and aggression. The leadership of the US has been keenly monitoring the causative factors of criminal and violent activities but prohibition of gaming activities have not been thought of a remedy since studies inclusive of researchers have failed to vividly relate criminal activities to violence. In fact, information on this issue has often generated into conflicts though some of these conflicts are due to conflicting interests. References: Carey, B (2013). Shooting in the Dark. Retrieved on 31st May 2015 from: http://www.nytimes.com/2013/02/12/science/studying-the-effects-of-playing-violent-video-games.html?_r=1 Sutter Heath (2015). The Impact of Video Games. Retrieved on 31st May 2015 from: http://www.pamf.org/parenting-teens/general/media-web/videogames.html Gilsdorf, E (2013). Why We Need Violent Video Games. Retrieved on 31st May 2015 from: http://cognoscenti.wbur.org/2013/01/17/video-games-ethan-gilsdorf The Telegraph (2015). Violent Video Game Reduce Crime. Retrieved on 31st May 2015 from: http://www.telegraph.co.uk/technology/video-games/8798927/Violent-video-games-re Anderson, C. A & Warburton, W. A (2014). The impact of violent Video Games: An overview. Retrieved on 31st May 2015 from: http://public.psych.iastate.edu/caa/abstracts/2010-2014/12aw.pdf Read More
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