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Negative Impacts Associated with Video Games - Term Paper Example

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Currently, video games have turned into a very vital part of most youths. The paper "Negative Impacts Associated with Video Games" indicates that in 2008, video games in the U.S. market reached almost $21 billion in terms of sales (Usher, 2012). …
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Extract of sample "Negative Impacts Associated with Video Games"

Video games Name Course Tutor Date Table of Contents Table of Contents 2 1.0 Introduction 3 2.0 Overview of video games 3 3.0 Obesity 5 4.0 The Effects of Video Games and Violence 8 5.0 Social relationship 11 6.0 Recommendations 13 7.0 Conclusion 14 8.0 References 15 1.0 Introduction Currently, video games have turned into a very vital part of most youths. With advancing technology and new form of games emerging every day, children now have the tendency of spending a lot of time with consoles and computers rather than books. Research indicates that in 2008, video games in the U.S. market reached almost $21 billion in terms of sales (Usher, 2012). As such parents have uttered their concerns on the impacts on video games on the social and psychological behavior of children and about the future life of their children. The research also shows that one-fifth of parents are taking control of how much time their children spend playing video games. In a nutshell, they do not want their children to be addicted or be exposed to negative impact on social relationship associated with video games. Based on these realizations, this report assesses negative impacts associated with video games including obesity violence, social relation. This paper will also give recommendation on these aspects. 2.0 Overview of video games The history of video games is gradually becoming more highly developed than before. Video games like Xbox, Playstation 3 and Nintendo Wii are considered the most recognized amongst adults and youngsters (Haley, 2009). Regarded by some people as an interest in the 1970s, the video game industry has developed from a concentrated market to a mainstream market. They took in nearly US$11.7 billion and US$25.1 billion in 2008 and 2010 respectively in US (Usher, 2012). This shows a considerable growth making one of the multi-billion industries in the world. Actually, there has been a significant growth way back before 2008 in terms of sales as demonstrated in the figure one (MacDonald, 2009, p.20). Video game sector practices are same to those of other entertainment sectors. Similar to the related sorts of media, video games have faced controversies and control because of the depiction of graphics of violence, sexual subject matters, advertgaming, and consumption of drugs, tobacco, alcohol, propaganda, or vulgarity in some video games (Gentile, Lynch, Linder & Walsh, 2004, p.7). According to MacDonald (2009, p.20), people are frequently addicted to engage in video games in their leisure. It is then very critical that one ought to play computer and video games in self-control so they are capable of living a balanced life (Green, Bavelier, 2012, p.199). Nevertheless, if these games are employed in the right way, they could encourage learning, particularly for young people. Some of the video games are unsuitable for young people since they enclose a lot of violence. Green & Bavelier (2012, p.202) argues that as video games graphics and special impacts turn out to be more realistic, aggression is one of the major challenges amongst many parents. Whichever means this might appear to others, several professionals have to argue that the violence behavior by children is associated with playing video games. Even though the issue is still being discussed some experts have started to articulate concerns about pathological gaming as a genuine behavioral disorder (Gentile, et al., 2004, p.9). To conclude, the American Psychiatric Association has newly assigned “Internet Gaming Disorder” as a state that requires further studies (Green & Bavelier, 2012, p.204). Despite all these negativity concerning video games, video games offer a medium which engages an individual for long duration of time while being entertained. Playing games also enhances accuracy and test how fast an individual can think. Source: MacDonald, A 2009, 'Violent video rating under scrutiny again', Hearld Sun, 28 September, p.20. 3.0 Obesity According to Brenick et al (2007, p.396) a video game entails human interaction with the user interface which attracts individuals of all ages. The growth of video game is evidence to its influence on the people over the globe. As the technology takes shape and changes, everyone now adopt to embrace this change. Majority of the households now have at least one television, laptop, Play station or Xbox, and young people can engage in playing video games daily (American Psychological Association, 2005). Video games bear negative impacts on children since it reduces focus on other activities like studies and sports. The Centers for Disease Control and Prevention (CDC) reports shows that obesity levels in adults have doubled up while the level of obesity in children have gone up three times the way it was since 1980 (Dehghan, Akhtar-Danesh & Merchant, 2005, p.24). Permitting children to play video games for several hours without doing an exercise is blamed for causing obesity. However, playing video games but also exercising cannot lead to obesity. According to The American Academy of Pediatrics, individuals ought to use up at least 60 minutes everyday exercising (American Academy of Pediatrics, 2009, p.1496). With regard to the obesity levels, it can be concluded that children become addicted to playing video games than do an exercise. This health concern started when TV first emerged, but currently there is another interruption from video games. It is estimated that Children between then ages of 8—18 years spend 7.5 hours everyday on average using entertainment media, including TV, video and computer games and movies and cell phones (Brenicket al, 2007, p.405). Out of 7.5 hours, nearly 4.5 hours is committed to watching TV. According to Gentile, Lynch, Linder & Walsh (2004, p.11), 83% of children between the age of 3 and 6 years play video games or watch TV for almost 3 hours a day. That statistics clearly demonstrates that video games and TV watching are a contributing element to obesity in children since it might take away the time children use on physical activities and results to added energy intake via eating meals and snacking while playing video games; and, influence children to decide on the detrimental food choices by means of exposure to food ads (Dehghan, Akhtar-Danesh & Merchant, 2005, p.24). Influencing children to do exercise is not usually an easy task. This practice can become nearly impossible when the child has just become addicted to playing video games. Unfortunately, several adolescents and children do not come believe this reality that too much playing much video game and eating without exercising can lead to obesity (Dehghan, Akhtar-Danesh & Merchant, 2005, p.24). These children require their parents support so as to stop the addiction. Child and Youth Health reports that “Young gamers have depicted same symptoms to individuals who have alcohol or drug dependence; that is lack of ability to discontinue playing, and withdrawal signs (agitation, anxiety) if they spend time with no access to the gaming habit” (Zimmerman & Bell 2010, p.336). The initial problems to take place in obese children are normally psychological or emotional. Childhood obesity though can also result to serious conditions such as diabetes, heart disease, high blood pressure, cancer, sleep problems and other disorders. The graphic representation below (figure 3) demonstrates that the more amount time the children use on electronic games such as video and watching TV, the higher the incidence of obesity (Haley, 2009). Source: Haley, K. (2009). Video Games and Their Link to Child Behavior. Accessed on 29th November 2013 http://healthpsych.psy.vanderbilt.edu/2009/VideoGames.htm 4.0 The Effects of Video Games and Violence Over the years, video games have turned into quite an attraction among individuals of every culture. According to MacDonald (2009, p.20) a statistic demonstrated that the age group for video game range from 8-40 year olds. With the technology advancement, this advancement has also taken place on video games in its genres and realism. The technologies enabled video games to be very realistic and sophisticated. This form of progress has made the Video gaming activities to a lucrative industry worth billions dollars. Nevertheless, with the rate of realism and practicality, video games also have negative impacts to society. Since the designing of aggressive video games, there have been continuous heated discussions whether or not these games increase the level violence in gamers (MacDonald, 2009, p.20). Even though, not every video game is graphic and aggressive in appearance, some video games might enhance skills like motor learning, creativity and coordination (Gentile, et al, 2004, p.16). However, there are studies on the influence between violence and video games. The researches confirm concerns with regard to the impacts of aggressive video games on children who play excessively play video games. However, it entreats the question; can aggressive video games intensify gamers’ violent actions or does the performer with violent attributes is more vulnerable does their violence act by playing video games? So as to understand the debates and researches, the term violence has to be clearly defined. Anderson et al (2004, p.201) state that there are several debates that establish violent behavior in reality are as a result of aggression in video games, though, most people disagree with this since researchers did not define the word violence and why the categories of games tried out with are regarded violent. The views on violence actually differ from an individual to another. For instance, the game Super Smash Bros has been debated by many whether it is violent or not (MacDonald, 2009, p.20). Although the games comprises of fictional characters that are cartoons in nature, the aim of the entire game was to choose a character and combat them to death; the winner gets high powers and capabilities. In contrast, games produced in the 21st century such as the Mortal Kombat, Call of Duty, Modern Warfare, and most debated the Grand Theft Auto all entails some form of blood violence, a reward system and high gore a for it (MacDonald, 2009, p.20). A case in point is in Mortal Kombat, in which at the end of the match, if a player has managed to weak their rivals, they are allowed to do further damage termed “Fatality” (Green & Bavelier, (2012, p.200). Fatality entails killing such as ripping skin, cutting off head and burning. The standards of aggression a decade ago is different from the current aggression standards. At present, the word violence according to video games is considered by the realism in crimes, gore, blood, and unorthodox means that an individual would do in the society (Dill, Gentile, Richter & Dill, 2005). The American Psychological Association conducted research with emphasis on this subject and found out that playing aggressive video games raised violent feelings, thoughts and actions. Aggression in video games is considered also more dangerous than violence observed television since the interaction is actually guide by the player (American Psychological Association, 2005). When playing online-based shooter games, gamers ‘hunt’ one another with the intention to murder which is a clear connection between video games and violence in children. Teen Health Magazine claims that “These impacts look to be stronger in younger generation who already has the tendency of being aggressive” (MacDonald, 2009, p.20) However over the years the number of violence associated with video games has continued to drop because demonstrating a positive image in this lucrative industry. This result is summarized in the figure 2 below. MacDonald, A 2009, 'Violent video rating under scrutiny again', Hearld Sun, 28th September, p.20 5.0 Social relationship Social interactions normally should teach on how people deal with one another and how to deal with situations (Haley, 2009). Social interaction also acts as a way of handling stress and getting emotional support. However, with advancement of technology and especially video games, young people have changed the positive social interaction with wrong behavior. Young people tend to copy what they see in television, movies and video games and use them when interacting with other members of the society (Haley, 2009). As such it can be said that video games results to stereotypes, peer pressure and bad behaviors. It is not rare for young boys to see poorly dressed women representing many people of current’s celebrities. Frequently with this kind of behaviors in video games, lots of young men might learn that lack of respect towards women is allowed in modern society (Brenick et al, 2007, p.417). The social trends that make up the various elements of culture among the youth are both massive and strange. In general, culture among the youth is shaped up by the technology and media trends and the exposure to leisure (Brenick et al 2007, p.399). The exposure to the media leads to pressure among the youth. The influence of peer pressure have been a concern since for a long time and its effects on social relationship such as bullying, hate, persecution and judgments and murder. Peer pressure among the youth is established to be a serious challenge frequently, owing to the desire to fit into a certain social circles or group (Dill, Gentile, Richter & Dill, 2005). These groups they can form in school or at home and discuss what they watch or do back at home. Dill, Gentile, Richter & Dill (2005) argues that video games being the trend of the current generation, most of the discussion is based on this subject. It is considered that the majority of people who fall prey to the peer pressure lack self esteem and confidence, this makes them an easy target for others to influence and manipulate. This also happens to young people who watch and play video games and spend time discussing with their peers. The negative influences of peer pressure might result to bad habits such as drinking, smoking as a result of what they watch in video games. Researchers have in the past liked video games to stereotypical depictions of this characterization (Brenick, Henning, Killen, O’Connor & Collins, 2007, p.397). Andersonet al (2004, p.211) established some connection between aggressive video game and anti-women thoughts as well as thoughts supporting aggression against women. According to American Academy of Pediatrics (2009, p.1497), the youth exposed who watch video game with sexist characters are more likely believe that rape myths they see are allowed in the society. Such myths they are exposed to are that women normally enjoy sexual force, and that men ought to dominate women sexually during intercourse. A number of researches according to Anderson et al (2004, p.245) have shown that female gender is stereotyped, under-represented, and objectified in the video games. Time used on video games leads in moments lost while interacting and socializing (American Psychological Association, 2005). Even though, reports by Haley (2009) advocates fun games that encourage friendship and teamwork can form the basis for positive relations between children, resulting to good behavior and academic performances portrays some positive correlation with video games. The negative connection with video games is depicted more with gamers spending time alone on a video game that separates them from other people in the physically that weakens the social skills (Brenick et al 2007, p.407). Fundamental social roles are forgotten. The player does not understand how to deal with social behavior. One grounds of the unsociable behavior is spending more time in playing video games. Another reason is aggressiveness, isolation, and ignore for regulations and rules. According to the Dark Side of Internet a preliminary video game addiction can simply turn into a psychological rebellious personality disorder (Green & Bavelier, 2012, p.207). 6.0 Recommendations All through the growth of video games there have been more research leaning towards the negative impacts of on this type of the games, but if the gaming is assessed deeper, one will establish there is a positive side of it (Anderson et al 2004, p. 231). Not to make the video game look bad because it is one sector which promotes the economy, various recommendations are suggested for these sector. They include control by producers and parents on children, use of video games for positive learning and balancing the video games, playing time and exercising time. In controlling people with violent attribute, parents should be capable to notice this acts in advance when the youngster is still growing up and they must be capable of helping the child by limiting video games with violence graphics (American Psychological Association, 2005). Parents should understand that children with this attribute should not be exposed to another form of violence since they have a higher chance that they will copy the violent situations that they face. Obesity is one of the serious problems millions of children experience every day because of playing video games without exercising (Dehghan, Akhtar-Danesh & Merchant, 2005, p.24). It can also stop one from doing several things in life and also considered as a leading reason of preventable death globally. Parents and teachers are advised to inform the children appropriately about the disease and help them do more exercise as routine to avoid this condition (Zimmerman & Bell, 2010, p.339). The people involved in playing games should also not let food rule them; instead they should take charge and avoid eating too much junk food when playing video games without exercising. 7.0 Conclusion In conclusion, video games are considered a double edged sword which can be both detrimental and constructive if used appropriately. Video games are devices whose major function is to entertain. Since children have the tendency to indulge in playing video games all through their everyday lives. Parents are concerned with the impact that video games may implant on their children both mentally and physically. However, because of numerous research on video games, it has been established that video games can in fact help children through skill, health and vision development. The research is so alarming, and with increasing technology and production of video games more children may fall victims of addiction. Parents have the better chance to take charge and control what their children do. 8.0 References Anderson, C. A., Carnagey, N., Flanagan, M., Benjamin, AJ., Eubanks, J., Valentine, JC. (2004). Violent Video Games: Specific Effects of Violent Content on Aggressive Thoughts and Behavior. Advances in Experimental Social Psychology, 36, 199-249. American Academy of Pediatrics. (2009). Media violence. Pediatrics, 124(5), 1495–1503. American Psychological Association. (2005). Resolution on violence in video games and interactive media. Retrieved 29th Nov. 2013, http://www.apa.org/about/policy/interactive- media.pdf Brenick, A., Henning, A., Killen, M., O’Connor, A. & Collins, M. (2007). Social reasoning about stereotypic images in video games: Unfair, legitimate, or “just entertainment”? Youth and Society, 38, 395-419. . Dehghan, M, Akhtar-Danesh, N. & Merchant, A.T. (2005). Childhood obesity, prevalence and prevention, Nutrition Journal, 4, 24-34. Dill, K.E., Gentile, D.A., Richter, W.A., & Dill, J.C. (2005). Violence, sex, race and age in popular video games: A content analysis. In E. Cole & J. Henderson Daniel Green, C. & Bavelier, D. (2012). Learning, attentional control, and action video games. Curr. Biol. 22(6), 197–206. Gentile, D.A, Lynch, P.J, Linder, R.H. & Walsh, D. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance, Journal of Adolescence, 27, 5-22. Haley, K. (2009). Video Games and Their Link to Child Behavior. Accessed in 29th Nov. 2013 http://healthpsych.psy.vanderbilt.edu/2009/VideoGames.htm MacDonald, A. (2009). Violent video rating under scrutiny again. Hearld Sun, 28th September, p.20. Usher, W. (2012). PC Game Sales Top $18.6 Billion In 2011. Gaming Blend. Cinema Blend. Zimmerman, FJ. & Bell, JF. (2010). Associations of television content type and obesity in children. Am. J. Public Health, 100(2), 334—40. Read More
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