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The Problem of Violent Games - Essay Example

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The paper "The Problem of Violent Games" reveals the problem of violent games these violent video games pose no danger in the society as it does not influence the behavior of individuals. However, there are those who argue that violent video games greatly influence the behavior of individuals negatively…
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Extract of sample "The Problem of Violent Games"

Effects of violent video games Student’s Name: Instructor’s Name: Course Code: Date of Submission: Summery Violent video games are the games played by people on the computer especially young kids and teenagers for instance, Hitman and dead space 3. These violent video games pose no danger in the society as it does not influence the behavior of individuals. However, there are those who argue that violent video games greatly influence the behavior of individuals negatively by influencing them to be arrogant. The benefits of violent video games are improving the thinking capacity, improved decision making, introduces kids to technological world and improves the academic performance of the kids. In this regard therefore, violent video games do not pose any danger in the society. Introduction Violent video games are the games which seem to be violent played on the computers and is mostly played young people and the teenagers. Examples of these violent video games include call on duty, Hitman, dead space 3, God of war and shadows of the damned. For along time now there have been debates that these games actually have no impacts on the life of the players. The behavior is greatly influenced by the environment which an individual is brought up in (Anderson et al 2007). Violent video games help kids and teenagers to improve their thinking capacity, quick decision making and improves the concentration of kids as well introducing kids to the digital world. However there are also those who argue that violent video games have negative influence on the behavior of people who play it like seeing the world as a violent place which leads to violent behaviors, destroying the relationship between the members of the family and affecting negatively the academic performance of students. In my opinion I don’t agree that violent video games pose any danger in the society. In this essay, I will discuss both arguments of the motion about the effects of violent video games on the society. Finally, I will give my conclusion according to the findings of this essay. To begin with, those who support argue that violent video games improve the performance of the students. This is because these games are basically played by the coordination of hand and eyes which improves the mental thinking of individuals (Lenhart et al 2008). For instance from the research which has been conducted, many surgeons have been playing these games to improve their hand and eye coordination. In this effect therefore, violent video games should be encouraged and have nothing to with the dangers of the society instead they improve the performance of individuals through thinking. Furthermore, violent video games help people especially kids and they assist particularly those kids with social problems. The violent video games need a lot of concentration in order to perform well. With this effect kids who have social problems are able to concentrate when playing the games thus improve their social abilities (Leung 2005). There is no clear research which has shown that kids with social problems after playing the violent video games become violent as suggested by other arguments and therefore these games are known to improve the social performance of kids and they cause no danger in the society. Violent video games help students and kids to improve their workability of their brains. This is because these games involve high levels of thinking to find solutions to the game for instance games such as (Hitman & Krahé 2009). Also these games help students to learn and manage limited resources so as to find the solutions to the game thus improve the thinking capacity of the students and kids. Finally in helping the brain to work out well, the players learn how to multitask by managing various events when playing the game and thus the layer becomes active. Therefore, it can be said that violent video games helps the brain of kids to work out well. Another benefit of playing violent video games is that it introduces the kids into the technological oriented world. The world is moving faster to towards technology and these video games help to introduce the young people to the technology at their young age (Murphy et al 2002). They will develop good passion for the computers hence they will easily adapt the changing technology in the world. This does not endanger the society in any way but instead it improves the level of technology among the students and kids. Video games improve the learning abilities of the kid. This is because the best learning mode is when a student learns and at the same time has fun. For instance with kids, they will learn through the different colors in the games besides enjoyment and this gives them motivations to learn more because they enjoy playing the violent video games (Möller & Krahé 2009) . In this effect therefore it can argued that, playing violent video games by the kids and students helps to motivate them in learning who will then improve their academic performance both in schools and in the society by upholding the moral principles. In addition, the video games improve the decision making ability among the students and kids. These games are faster played like the gears of war 3 and the player has to make faster decisions so as to catch up with the speed of the game. This helps to improve the decision making process among the kids and players (Barlett 2009). On the other hand, there are those who argue that violent video games pose great dangers on the society. From the researches which have been conducted by various researchers, it has been found that playing violent video games for about three days consecutively greatly influences the behavior of the payer (Bailey et al 2010). When comparison is made between people who play violent video games and those who don’t play, the difference is big. The players seem to be aggressive and hostile unlike those who don’t play those hostile games. In this effect therefore violent video games can be concluded to have adverse effects on the society because it changes the behavior of individuals and more especially it leads to hostile behaviors thus can lead to vices in the society and it should be discouraged. Those who play the violent video games see the world as a hostile place to be. After being addicts to the violent video games, these players see everybody as a violent person thus they will always try to defend themselves (Barlett 2009). The world may not be hostile but it is because of their perception because of playing the games too much and in this sense they see every individual as violent. Their best option they would take is to be aggressive in the society which promotes vices of being violent which can simply be minimized if the violent video games could be abandoned. Therefore video games promote vices in the society and should be discouraged from too much playing. People who do not play violent games are known to be well behaved unlike those who play violent video games. Moreover from the research, violent video games have been found out to influence the academic performance of students. Many students spend their time and concentrates in playing violent video games which may not contribute to their academic performance. They take little time to do their assignments because they are addicts of playing video games (Bushman & Anderson 2002). With this effect therefore, there time is not well spent and they don’t concentrate on their studies. Students, who don’t like playing video games more often, perform better than those who are addicts of playing violent video games. From this evidence, it can be concluded that violent video games should be restricted so that the students can concentrate on their studies. Therefore, violent video games have some dangers on the society. Finally, violent video games affect the good relationship between the parents and their children. This is because young people spend most of their time in playing video games and when they are advised not to spend too much time in playing the games, they feel oppressed and begin to hate their parents (Kirsch 2010). This destroys the good relationship between the parents and their children and therefore violent video games pose some dangers on the society. Based on the above arguments, it is evident that playing violent video games does not pose any danger to the society. There is no clear evidence which supports the argument that these violent video games influence the behavior of people to be violent (Bartholow 2005). Instead the violent video games help in shaping the character of a student or the kid by improving the thinking capacity, introduction to digital world, improved academic performance, improved decision making and helps learners to use resources effectively. Specifically, these games help to improve the thinking capacity of kids and other players who then improve their performance in various aspects. Conclusion Violent video games are the games played on computers which seem to be violent related. According to the researches which have been done, violent video games are known to improve the moral values in the society by improving the academic performance of individuals, improving the thinking capacity, motivating kids to learning systems, introducing kids to the modern world technology and improve the ability of young people to make timely decisions (Huesmann 2003). There are also some arguments that the violent video games pose dangers to the society by increasing hostility among the players, it lowers the academic performance of individuals because they argue that these games lowers the concentration of students and finally it destroys the good relationship between the parents and the kids because the young people start being violent and cant obey their parents thus posing dangers to the society. In this regard therefore, violent video games do not pose any danger in the society instead it helps the kids to improve their learning skills. References Anderson, C. Gentile, D & Buckley, K 2007, violent video game effects on Children and adolescents: Theory, research, and public policy. Oxford: Oxford University Press. Bailey, K. West, R & Anderson, C 2010, A negative association between video Game experience and proactive cognitive control. Psychophysiology, Vol. 47, No. 1, pp. 34–42. Barlett, C. Anderson, C & Swing, E 2009, Video game effects confirmed, suspected And speculative: A review of the evidence. Simulation and Gaming, Vol. 40, No. 3, pp. 377–403. Barlett, C. Anderson, C & Swing, E 2009, Video game effects confirmed, Suspected and speculative: A review of the evidence. Simulation and Gaming, Vol. 40, No. 3, pp. 377–403. Bartholow, B. Anderson, C. Carnagey, N & Benjamin, A 2005, Interactive Effects of life experience and situational cues on aggression: The weapons priming effect in hunters and nonhunters. Journal of Experimental Social Psychology, 41, 48–60. Bushman, B & Anderson, C 2002, violent video games and hostile Expectations: A test of the general aggression model. Personality and Social Psychology Bulletin, Vol. 28, No. 12, pp. 1679–1686. Huesmann, L. Moise J. Podolski, C & Eron, L 2003, longitudinal Relations between children’s exposure to TV violence and their aggressive and violent behavior on young adulthood. Developmental Psychology, Vol. 39, No. 2, pp. 201–221. Kirsch, S 2010, Media and youth: A developmental perspective. Malden MA: Wiley Blackwell. Lenhart, A. Kahne, J. Middaugh, E, Macgill, ER, Evans, C, & Vitak, J 2008, Teens, video games, and civics. Washington, DC: Pew Internet and American Life Project. Leung, R 2005, Can a video game lead to murder? Did ‘Grand Theft Auto’ cause One teenager Wiley Blackwell. Möller, I & Krahé, B 2009, Exposure to violent video games and aggression in German adolescents: A Longitudinal analysis. Aggressive Behavior, Vol. 35, No. 1, 75–89. Krahé, B & Möller, I 2004, playing violent electronic games, hostile attribution Style and aggression-related norms in German adolescents. Journal of Adolescence, Vol. 27, No. 1, pp. 53–69. Murphy, R. Penuel, W. Means, B. Korbak, C. Whaley, A & Allen, J 2002), A Review of recent evidence on the effectiveness of discrete educational software. Washington, DC: Möller, I & Krahé, B 2009), Exposure to violent video games and aggression in German adolescents: A Longitudinal analysis. Aggressive Behavior, Vol. 35, No. pp. 75–89. Read More

Furthermore, violent video games help people especially kids and they assist particularly those kids with social problems. The violent video games need a lot of concentration in order to perform well. With this effect kids who have social problems are able to concentrate when playing the games thus improve their social abilities (Leung 2005). There is no clear research which has shown that kids with social problems after playing the violent video games become violent as suggested by other arguments and therefore these games are known to improve the social performance of kids and they cause no danger in the society.

Violent video games help students and kids to improve their workability of their brains. This is because these games involve high levels of thinking to find solutions to the game for instance games such as (Hitman & Krahé 2009). Also these games help students to learn and manage limited resources so as to find the solutions to the game thus improve the thinking capacity of the students and kids. Finally in helping the brain to work out well, the players learn how to multitask by managing various events when playing the game and thus the layer becomes active.

Therefore, it can be said that violent video games helps the brain of kids to work out well. Another benefit of playing violent video games is that it introduces the kids into the technological oriented world. The world is moving faster to towards technology and these video games help to introduce the young people to the technology at their young age (Murphy et al 2002). They will develop good passion for the computers hence they will easily adapt the changing technology in the world. This does not endanger the society in any way but instead it improves the level of technology among the students and kids.

Video games improve the learning abilities of the kid. This is because the best learning mode is when a student learns and at the same time has fun. For instance with kids, they will learn through the different colors in the games besides enjoyment and this gives them motivations to learn more because they enjoy playing the violent video games (Möller & Krahé 2009) . In this effect therefore it can argued that, playing violent video games by the kids and students helps to motivate them in learning who will then improve their academic performance both in schools and in the society by upholding the moral principles.

In addition, the video games improve the decision making ability among the students and kids. These games are faster played like the gears of war 3 and the player has to make faster decisions so as to catch up with the speed of the game. This helps to improve the decision making process among the kids and players (Barlett 2009). On the other hand, there are those who argue that violent video games pose great dangers on the society. From the researches which have been conducted by various researchers, it has been found that playing violent video games for about three days consecutively greatly influences the behavior of the payer (Bailey et al 2010).

When comparison is made between people who play violent video games and those who don’t play, the difference is big. The players seem to be aggressive and hostile unlike those who don’t play those hostile games. In this effect therefore violent video games can be concluded to have adverse effects on the society because it changes the behavior of individuals and more especially it leads to hostile behaviors thus can lead to vices in the society and it should be discouraged. Those who play the violent video games see the world as a hostile place to be.

After being addicts to the violent video games, these players see everybody as a violent person thus they will always try to defend themselves (Barlett 2009). The world may not be hostile but it is because of their perception because of playing the games too much and in this sense they see every individual as violent. Their best option they would take is to be aggressive in the society which promotes vices of being violent which can simply be minimized if the violent video games could be abandoned.

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