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The paper "The Impact of Video Games on the Behavior of Children" shows us that the psychology of an individual is influenced by perceiving the activities going around, encompassing incidences one witness either through naked eyes or through media- news channels, movies, or video games…
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Frequent Playing Of Video Games Increases Violent Behavior" Introduction The psychology of an individual is influenced by perceiving the activities going around, encompassing incidences one witnesses either through naked eyes or through media- news channels or movies. Another prevalent source of psychological impact on the young and budding minds is videogame, as they are immensely flattering modern children and their parents. Easy availability has revolutionized gaming. Besides keeping the children busy, they inculcate violence in children (Reality Bytes: Eight Myths About Video Games Debunked).
Videogames started in 1952, created by A. S. Douglas, the first computer game, Noughts and Crosses. This was presented as his dissertation. Followed by various others like Russell (1962), who developed "Spacewar". It gained popularity all across the world and revolutionized the entire gaming world and with the introduction of "Mario" character in "Donkey Kong", developed by Miyamoto (1981). Eventually, the game became one of the most popular source of amusement not only amongst kids but also amongst adult and is popular game even for the kids of present era. With this game Miyamoto emerged as an industry giant. Later, in the year 1994, Entertainment Software Board was established by Entertainment Software Association, with an intention of providing ratings and information about video and computer games. According to this system there are 6 rating symbols and 31 content descriptors.
As the technology advanced, Sony released its playstation 2 in the year 2000 which was better in graphics and performance. The year 2001 witnesses the release of Grand Theft Auto 3. It gained popularity because of its quality but it was rated to be unlegislated as it encompasses slaughtering people, choosing prostitution and burglary of cars and money (The Video Game Revolution).
Rationale
Videogames and computer games are inducing an alteration in the behaviour pattern of the children of the present epoch. They are responsible for generating isolation, self-cantered approach and also inculcate violent temperament thereby leave little room for emotions and empathy, in turn they are responsible for inculcating violence in children.
The present article highlights the impact of videogames on the behaviour pattern of the children playing such games.
Establishing Credibility
Now, it is been over 30 years, videogames are becoming the part and parcel of modern life. The video game industry manages to churn multi-billion dollars as it is popular in every age group especially kids and youngsters and is a must for university libraries, laboratories and to the living rooms of modern homes (History of Gaming).
Videogames and computer games, influences the psychology of an individual, perceiving the activities that are going around, comprising incidences that one witnesses either through naked eyes or through media- news channels or through movies throws deep impact on human minds. Videogames brings one of the most deleterious impacts on childrens upbringing and psychology. It is observed that implications of these games is lasting in the young and developing minds by not only altering the psychology but also inculcates the feeling of aggression and violence.
Acknowledging Audiences Position
Research is being carried out across the world stating the repercussions of videogames and computer games, instilling aggressive behavioral harms. As much as 12% enhancement in aggression has been reported because of watching violent movies or playing videogames. Parents provide the access to the videogames in order to enhance their eye-hand co-ordination, but research findings emphasize on the fact that such kids have poor reading skills, are less friendly and there is no space for emotions and sufferings of others, on the other hand they become more apprehensive of the humanity and therefore become unkind towards others (Tompkins).
One such computer game is Grand Theft Auto, where drives are by- shooting, acts of prostitution as well as car theft keeps the player involved, followed by thrashing and commending criminal actions whilst attempting to be alive. Such games are far away from the reality and children spend most of their time by getting caught up in the game and then they see the world with same thoughts because they are tangibly intellectual.
Transplanting Root Elements
Videogames implant cynicism, skepticism and dislike for reality and therefore they should be checked by mature adults before handing over to children because in real world people do possess feelings and get injured and suffer unlike the video-world (Archive for the Grand Theft Auto Category). With the availability and access of broadband, downloading has become very fast thereby online gaming is taking a toll in the present era. With graphics almost like the natural pictures, games are featured with multi-dimensions, and therefore gadgets are also being made as per the requirements of the game. Thereby, making the present age as an age of video and PC games. Motion control has brought a revolution in the video game industry. Year 2010 witnesses another transition in the video/ PC games. It was June 14, 2010, when Microsoft disclosed a novel Xbox 360 console, which is small in size and refined in noise. The game is quiet as compared to other machines making gaming more of fun. Again on January 27, 2011, Playstation Vita came into existence, with an advanced feature of touch screen in front and touch pad at the rear side. It is equipped with 3G as well as Wi-Fi connections. With more advancing technology, Next Generation Portable came into existence with perfect control systems and realistic display (PSP2 unveiled: Next Generation Portable).
Asking For A Response For The Following
Although, evidence relating videogame directly with violence are not apparent, but scientific evidence directly links violent games with the persisting aggression in youth; highlighting the fact that aggressive temperament possess likeness for hostile entertainment, while proofs are lacking to establish the fact that videogames are inculcating anti-social temperament in children. Children find it amusing and entertaining, thereby they are encouraging market of the videogame. Children do not have the wisdom to check the game rating and content and hence it is imperative for patents to take a lead role in guiding their wards and prevent deleterious impact of video games to a certain level (since 83% of the purchase is done by parents or parents and children together). The gaming world is dominated by males and only a few girls have liking for videogame. However, Grossman has a view that a few military games are devised to train soldiers to shoot, understand the problem, analyze the situation and take the decision. Such games are thought provoking and brain storming but others which do not hold any meaningful expression are vague, worthless and expose the children to gunfire and perform blast at different locations which children might correlate with the real life situation. Games are means of socializing with friends, siblings and parents but sometimes videogames isolate the child if it is not for multiple players. Parents provide the access to the videogames in order to enhance their eye-hand co-ordination, but findings emphasize the fact that such kids have poor reading skills, less friendly, do not have space for others emotions and sufferings rather they become more apprehensive towards humanity, lack empathy for real-life, eventually, turn out to be unkind. Videogames implant cynicism, skepticism, dislike for reality and need to be checked by mature adults before handing over to children because in real world people do possess feelings and get injured and suffer unlike the video-world.
Technologies are advancing and are bringing revolution in every aspect of human existence. It is essential to appreciate the pros and cons of the growing technology before blindly exploring the journey with a new technology. A perfect understanding is desired to bring out the best from each and every invention that is accomplished to prevent the children of the present epoch from the hazardous impact of video games and put a stop on generating violent temperament amongst the kids else the society is going to culminate into individuals with ruthless and cruel temperament with no place for emotions and empathy.
Reference
Archive for the Grand Theft Auto Category. (n.d.) Retrieved from
http://allpsych.com/journal/violentmedia.html.
History of Gaming. (n.d.) Retrieved from
http://www.pbs.org/kcts/videogamerevolution/history/.
PSP2 unveiled: Next Generation Portable. (n.d.) Retrieved from
http://www.eurogamer.net/articles/2011-01-27-psp2-unveiled-next-generation- portable.
Reality Bytes: Eight Myths About Video Games Debunked. (n.d.) Retrieved from
http://www.pbs.org/kcts/videogamerevolution/impact/myths.html.
The Video Game Revolution. (n.d.) Retrieved from
http://www.pbs.org/kcts/videogamerevolution/history/timeline_flash.html.
Tompkins, A., The Psychological Effect of Violent Media on Children. (n.d.) Retrieved from
http://allpsych.com/journal/violentmedia.html.
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