Counter Argument 1 The statement that violent video games also results in the generation of violent behavior are seen in certain situation as young people looking to play violent behavior might not depict positive behavior. There can be situations where individuals who use violent video games find a change in their behavior as they might get influenced by it and might thereby resort to certain degree of crime. This could also lead towards a situation where continuous association with the video games might result in inciting the individual again and again to carry out different activities which might be illegal or incorrect.
Refutation The effectiveness of violent video game used for the purpose of training as it has helped to develop a hypothetical environment through which an individual is able to transform the entire process of carrying out different activities (Doolittle, 2005). This has ensures that the individual and the society is able to benefit due to it as it allowed the employees to test their skills and improve it by using different trial and error method which ensured that the wastage for the organization remains at the lowest possible count.
This has thereby ensured that the behavior of an individual is being directed in such a manner that it has helped to garner positive results through it (Gee, 2003). The most important outcome which needs to be analyzed is to understand the manner in which the performance of employee has improved after undergoing the training program which used violent video games. The effectiveness has to be measured against the performance of employees who used the traditional method of training (Bisson & Luckner, 2006).
This will help to find out whether the process actually helps to improve the performance of the employees and will help to understand the different directions which have ensured that the organization is able to gain (Glaser, 2000). It is imperative that the organization understands the method which is best for the organization which will be available only when the performance is compared and will help to provide the required directives through which the overall effectiveness in the performance can be enhanced (Day, Winfred, Jr.
& Gettman, 2001). This will help in important decision making and will bring the required changes through which the performance of the employees further improves. Counter Argument 2 The fact that people belonging to generation Y looks at using video games and are fond of playing video games will thereby require that the games are directed towards them in the correct manner. This is primarily because of the fact that generation Y is more technologically advanced and aims at using it as a medium through which better efficiency can be achieved (Douse & McManus, 2003).
This will require that generation Y are highlighted the manner in which violent video games will contribute towards their development and need to use methods through which they will be able to contribute positively towards the society. People belonging to the generation Y will be willing to undergo new methods which will help them to enrich their learning as they are more ready and willing to accept changes that they people belonging to the older generation (Glissov, Siann & Durndell, 2004).
This thereby increases the use of video games within the newer generation. Counter Argument 2 The use of video games could seriously result in violent behavior as people who are younger are more prone to the use of technology. The use of different console and interface which will help to ensure that efficiency and activities between user and the game increases has thereby resulted in an increase use of violent games. This has at situation resulted in transforming the behavior of an individual as at situations there have been many instances where individuals have directed their behavior in an incorrect manner.
This has thereby resulted in violent behavior and has thereby impacted the society negatively.
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