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Violent Video Games and Children - Term Paper Example

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The author states that the role a parent plays in shaping a child’s behavior is great. Violent cases emerged as a result of the production of violent games. If they influence children to commit serious incidents, then the restriction on their production is beneficial to children and the public. …
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Violent Video Games and Children
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College: Violent Video Games and Children Introduction Due to the vast nature of video games produced nowadays, controversies arise between the producers, children and parents in society. This is because violent video games are believed to cause behavioural changes in the children over time. Video game producers and other advocates point out that video games are an expression medium and should thus be protected by related laws such as freedom of speech (Kurtner and Olsen 87-95). They also point out the fact that video games may be useful educational instruments. On the other hand, Parents and other members of society emphasise that violent video games are harmful and should be subject to restrictions given by the authorities. This controversy led to on-going scientific studies, so as to ascertain the effects of these video games on their users. The Controversy Some individuals argue that violent video games can cause children to become less social as well as trigger aggressive behaviour. However, reports prove that these behavioural changes are not reproductive. Kids who are exposed to brutality in their daily lives are more prone to adopting aggression from playing violent video games, than those who do not suffer violence. Most biological theories do not support the argument that violent video games cause aggression. These people argue that the effect of violent media on children is very distant and is a weak point to argue on (Wade and Beck 70). A good example they use is the catalyst aggression model which depicts that aggression is caused by some strains in the environment as well as risks emanating from genetic values. It supports the fact that aggressive behaviour results from depression as well as anti-social behaviour. This model supports the fact that behaviours of aggression result from relations made by people as they relate with each other. It thus supports the use of video games, as they cause minimal negative impact if any. The pros and cons of playing violent video games Benefits According to the Entertainment software association, about a quarter of video game players fall in the teenage category, most of them being boys. The same study reports that ninety five per cent of children who play these games were subject to censoring of the game to view their ratings. However, most children still had access to video games rated for adults only. The video game supporters also argue that these games provide social meeting avenues, common to the players. This assists the players, especially children, to be open to discussions in schools and other social places (Kurtner and Olsen 87-95). The pro-social behaviour has also been seen to be beneficial to players. This is because it prevents bad peer influence, and the creation of idle groups in the community. The producers claim that playing video games has a significant number of positive effects. They emphasise that children who play video games acquire better cognitive development than those who do not play. In action video games, children expose themselves to body engaging techniques, which have an overall benefit on them. The player acquires skills related to hand and eye co-ordination (Royal 173-174). Since action games require the use of both the eyes and hands, the players learn how to co-ordinate the two effectively. The game also assists the player to resist distractions by being able to focus on the game events attentively. The player is also able to record items presented to them quickly since their visual sensitivity is awakened as in the case of play stations. Other advantages of playing these video games include their ability to relieve stress. In widely used video games such as grand theft, children let go of their anger, as it may be difficult to do this to their parents or elders. The games also provide avenues for healthy discussions to occur amidst children who play them. This helps them bond and may even promote their self-esteem. This is because some simple events such as winning a game boost the child’s belief on self (Kurtner and Olsen 87-95). The action games also assist the children in solving problems in their academic life. Due to their boosted high esteem, children involved in playing video games attempt to answer questions, whether they do it correctly or not. Some things like aggression and lack of social behaviour are crucial tools in the business world. Successful entrepreneurs term these skills as being fundamental in order to compete effectively. Disadvantages According to research, violent video games do cause addiction to children. The report claims that most children spent more than half their time playing these games, thus ignoring other crucial duties. In some cases, addiction causes aggressiveness and violence in children (Dietz 25-32). In one particular incident, a boy killed his both parents out of addiction to a violent game. The parents had placed a ban on the boy from using the game due to its violent nature. The father then proceeded to hide it together with his gun, since he thought the boy would not access them. However, the boy slicked out of his bedroom through his window and retrieved them. He then proceeded to shoot the parents in the head. Although he killed his mother, his father survived as he was only injured. In another case, two children beat a girl to death as they imitated the game mortal combat. Other kids obsessed with the game grand theft decided to commit an actual theft in New York. They finally knocked out a man’s teeth and stole a lady’s car. Cases In another general model on effects of violent video game use, it has been found that the simulated violence in the games may actually affect the player negatively. The model reports that these simulations cause change in the thoughts and emotions of the player (Royal, 173-174). This may affect the person’s interpretation of the extent of an action being violent in both the short and long terms. Some incidents recorded publicly in the United States related to playing violent video games exist. In one case between Wilson and Midway Games, a child stabbed his friend in the chest out of a game obsession. The alleged attacker stabbed his victim with a kitchen knife, believing that he was the main character in the game named Mortal Combat. This character is simulated to stab his opponent in the chest as a finishing move, and taking them in headlock. In another instance, two children in 1998 killed a teacher alongside four students. During the case’s re-examination, reports found that the host played a game known as the golden eye together, where they assumed the position of being a shooter (Wade and Beck 67). In another instance, two young males involved themselves in a gun shoot out, where they ended up killing a forty five year old man. This occurred as they used rifles to shoot at vehicles, a demonstration of how they played the game grand theft. In another case in 2007, a boy killed his cousin as they played the game Sacrifice in turns. When an argument broke out over whose turn it is to play, the young man made an attack on his cousin. One kid named Alcock killed a friend’s child as the child interrupted him as he played a game known as Xbox. The child first received a pinch and a slap, which later yielded into a punch by the fist. The victim suffered internal injuries from a blow given in the stomach. The month old baby’s internal organs got damaged, all accounting to thirty five injuries. The experience received by this child could be likened to that of a fatal car accident (Dietz 42-44). Though scientists purport that playing violent video games have minor short term effects, the small impact they make could turn out to be fatal (Herz 35). Some children may use the games as training avenues for weapon use and making real attacks on people. This kind of an incident occurred in Norway, where one teenager made several attacks on public. The victim, known as Anders, detonated a vehicle which was situated in the esteemed government’s quarters. He then proceeded to a teenager’s camp during summer and caused mass killings. The total amount of teenagers killed was over seventy in number, whereby hundreds of people also attained injuries from the bomb placed in the car. The violent video game victim admitted having used the game modern warfare as a training medium before commencing the attacks. He used a holographic aiming tool to practice deliberately since the year 2002. While the freedom of expression exists, it is crucial to note that children depend on adults for guidance. This is because; a child may not have the ability to make a reasonable conclusion on their own. The society has to create a conducive environment for the children to learn and acquire appropriate codes of conduct that will not harm them, but will lead to their becoming responsible beings in the community (Royal 173-174). Having this in mind, it is imperative to note that children are independent beings. Although numerous efforts may be made to coach a child in the proper direction to follow, the child personally determines his/ her destiny. This is because one cannot force children to obey orders, but uses different strategies to influence the decision they make. Conclusion From the review on the existing controversies, the role a parent or society plays in shaping a child’s behaviour is great. Numerous violent cases have emerged as a result of the production and distribution of violent video games. If violent video games influence children to commit serious incidents such as murder, then restriction on their production is beneficial to both children and the general public. This could be done through creation of legislative laws preventing the public from accessing violent video games. A ban on their production should also be issued to the producing companies (Herz, 56). If the government cannot amend such laws, then the parents and general public should pick up that responsibility. They should assist their children in selecting appropriate games according to the child’s age. The producing companies should ensure that the simulated content contains mild or no violence. Work Cited Dietz, Tracy. An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Socialisation and Aggressive Behaviour. 38.5-6(1998): 425-442 Herz. Joystick Nation: How Video Games Ate Our Quarters, Won Our Hearts and Rewired Our Minds. New York, NY: Little Brown Company. 1997. Print. Kurtner, Lawrence and Olsen, Cheryl. Grand Theft Childhood: The Surprising Truth about Violent Video Games. Psychological Bulletin, 15.3(2008): 87-95 Royal, Horn. Violence and Video Games: The Omissions and the Errors in media Violence. The Phi Delta Kappan, 81.2(1999): 173-174 Wade, John and Beck, Mitchell. Got Game: How the Gamer Generation is Reshaping Business Forever. Boston, MA: Harvard Business School Press. 2006. Print. Read More
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