Effect Of Violent Video Games On Children Psychology Essay
✅ Paper Type: Free Essay | ✅ Subject: Psychology |
✅ Wordcount: 2161 words | ✅ Published: 1st Jan 2015 |
Parents, these days, are concerned about their children for spending too much time playing video games. Major negative perceptions parents have regarding it are that their childrens productivity decreases at school, watching television can damage their sight and ling durations of using video games may cause body posture issues for them. However, there are other consequences of using video games as well which are not usually ignored by parents. Staying home and playing games all the time generates anti-social behavior in children which is affecting their psychosocial health. There are many violent video games that affect the cognitive performance of children in such a way that their mental growth is culminated and they become potential danger for society (Bensely & Eenwyk, 2001). Video games have the ability to incept the idea in childrens mind without posing visible outcomes. There is no denying to the fact that video games are also becoming a major shift in trends of our society and positive outcomes are also visible from these games. One of the major is that students can relieve their stress of work load by playing and can also relieve their violent behavior by playing action games. This is the reason that crime rate and juvenile violent behavior is reduced to some extent (Ferguson, 2007). Therefore, video games can have positive effects as well but their control is needed in some way.
The main aim of the essay is to evaluate the use violent video games for children in both positive and negative ways. For achieving the respective aim a comparison between these effects will be carried out and final analysis will be based on the intensity of the effect. A study of literature will be carried out and articles from journals will be incorporated in the paper to justify the positive or negative impact of violent video games on children.
Video Games:
Technological advancements have changed the concept of routine tasks and activities primarily because of the product innovations. The simplest task has changed its notion. Perception of exercise has also changed in the current revolutionized world. Video games are referred to as another mean of exercising without leaving the room. Video games have the ability to influence mental and physical abilities of people especially children in a certain way. Therefore, video games have become interesting challenge of educators and various studies on the effect of various types of video games have been brought to light (Bogost, et al., 2012). Video games are defined as,
A game which we play thanks to an audiovisual apparatus and which can be based on a story (Esposito, 2005)
This depicts that video games are digital narration of different stories. These stories are considered significant for study because they are referring to specific cultural, economic, political, and technological aspects and various dimensions of education are being affected by such study. The inter relationship of video games with all the fields of education emphasized on its significance in real life. The narrations are influencing the children, as they are most dominant players of this industry. The history of video games show that this industry is almost thirty years old and has attained a new level as innovations are being launched with technological improvements (Griffiths, 2002). There are contingent factors for the study of video games including its psychological influences and technological advances. These two are governed by video games as the actors in video games often perceive and reflect certain types of behavior attributed to their psychological ability, and this reflects outcomes of technology. The presence of various actors is specifically defined in the games. The notion of the similarity between two terminologies game and play is wrong as these are referring to distinct rules and actors. This difference is defined as under,
A game is a voluntary interactive activity, in which one or more players follow rules that constrain their behavior, enacting an artificial conflict that ends in a quantifiable outcome (Esposito, 2005).
Playing games on computer will then utilize a different concept and this will have a combination of game and play which is defined as,
The gameplay is the component of the computer games that is found in no other art form: interactivity. A games gameplay is the degree and nature of the interactivity that the game includes (Esposito, 2005).
Playing games with such rules can have effect on cognitive functionality of children or not is the basic aim of this essay. This will be understood by studying various impacts proven from studies.
Psychological Effects of Video Games:
The percentage of children playing and relying on video games as a source of entertainment has increased and this ratio is increasing as innovations in video games technology is on the rise. Therefore, the study of psychological effects of video games is also gaining significance. As explained earlier, the psychological effects of games cannot be neglected because these intervene with a persons perception through the incorporation of a specific story. The most significant factor in this regard is the outcome of all the games according to their types. Although there is a notion that children choose the types of video games according to their personality yet the games also define personality of some individuals. This defining process may be through inception of ideas into brain which are depicted in the stories. Therefore, the belief that video games influence, negatively or positively, childrens behavior is correct to a great extent. The most common types of video games include; arcade, sports, puzzle, adventure, and music. These types are adopted and bring personality outcome through psychological interplay (Anderson, 2004).
The most dominant benefit of video games is attributed to the positivity induced physically and socially disabled children. Chemotherapeutic patients and disabled children are not able to enjoy the normal routine games but presence of video games has increased the chances of their recovery process as this allows them to main a social balance with the stories depicted in the games. Similarly, anxiety and depression in neglected children is also diminished by their involvement in video games. Video games are considered a form of mental exercise and the innovation of 3D video games has also fulfilled the aspect of physical exercise. These days, children do not need to go out of home for leisure activities and can gain positive attitude from video games (Russell & Newton, 2008). However, staying home all the time also increases the risk of antisocial behavior in children without prominent notification. The behavior induced in children is type specific as violent games have different type of effect on children. Therefore, the study of positive and negative effects of violent video games will determine the advantageous and disadvantageous position of such games for children.
Positive Impact of Violent Video Games:
Although there is a general concept that violent video games are harmful for children yet there are certain positive aspects of these games as well. Violent video games are basically the genre of arcade or action games and these depict certain situations where one has to take a sudden decision according to the given scenario. This has also shown to enhance the decision making ability of children in complicated situations and improve their skills. If such children are made to face certain social complexity then their skills and abilities are sharpened to the extent that they boldly face such situations. This is the most dominant advantage of video games. Impulsive behavior is increased through the modification of conditions in games and real life. Another important factor that needs attention is that arcade games require quick movement which is achieved if children use specific brain and hand movement at the same time. These quick movements enhance the spatial movements and brain functioning and prepare one to multitasking. The perceived benefits of violent or action video games are recognized to include increased skills in decision making and analysis of situations, improvement in observation and concentration, preparation of children to face any social negativity, develops the ability to multitasking, and help children to deal with challenges (Feng, et al., 2007). These all aspects are not confined to games only rather real life is full of demands of such responses and ability to respond to such situations is also very important. This is because games are actually obtained from real life stories and these depict certain forms of truth in them. Similarly, the introvert children are benefited from such violent games as they get the chance to express them and release their frustration on a similar setting in games. Such behavior reduces the chances of social delinquency and prepares one to face challenges. Violent video games are notorious in socially damaging the child but these skill sharpening abilities are beneficial in education as well and children receive and perceive the taught material more accurately (Randel, et al., 1992).
Negative Impact of Violent Video Games:
The studies have shown that action video games that depict violence in them are dangerous for children as they psychologically induce negative behavior in them. This is also known as the negative impact of media as video games are type of media that influences behavior outcomes in children. This is also known as the aggressive and emotionally aggravated behavior induced in children after viewing violent activities in games. Social interplay of these games shows that children try to imply all the viewed and fake activities in their real lives in such a way that generates risks of juvenile delinquency. The most common negative outcomes of psychological concern in children from violent video games include antisocial behavior, violent ideas and perceptions, aggressive behaviors, emotional outbursts, and increased psychological arousal. These behaviors are all related to the most dominant factor which is social isolation (Anderson & Bushman, 2001). Social interactions and integration of ideas lead to enhanced ability of perceiving and accepting others ideas without imposing ones own ideas. When people are socially isolated social positive behavior is diminished and causes self reliance and dominance over everything. Children fail to accept someone elses ideas and develop aggressiveness. This behavior, if ignored, leads to the development of emotional disturbances and depression in introvert children whereas criminal and violent activities in extrovert children (Bartholow & Anderson, 2002).
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Health of the children is also depicted to have negative consequences from violent video games. These games show certain figures or scenarios that develop stressful conditions and cause tension in children. Girls are more affected from this as permanent and long-term effect on autonomic nervous system is prevalent dominant by the feeling of fear. This system is of significance as vitals are disturbed and heart rate and blood pressure is influenced badly. Negative health outcomes in children are the most dangerous (Kardaras, 2008).
Conclusion:
Video games have become a source of entertainment for children and they have developed the habit of staying home all day long without complaints. Technology has improved to such an extent that not only mental but physical demands are also fulfilled from video games. Decreased outdoor activities are good to some level but poses serious concerns about anti-social behavior. Children, who stay home and focus on video games, become socially isolated and this affects their cognitive and psychological health. Violent video games induce certain level of aggressiveness and emotional outburst in children which leads to many social crimes. Health of the children is also associated to be affected from violent video games. However, the positive outcomes of violent games cannot be ignored. The skills and development of the ability to comprehend the information and respond to it in seconds is the phenomenon that relates to increased cognitive performance. Violent games, as the name indicates, are referred to as the harmful games but in reality these are action and arcade games incorporating the skill management properties. Although the notion of negative effects of violent video games is more common yet the above discussion concludes that positive aspects of violent video games are more dominant and these should be promoted. However, certain level of social interaction in children is also significant and parents should provoke them to be socially active as well.
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