Introduction
Video games are one of the most popular and commonly played forms of entertainment, especially among the young generation. However, a lot of controversies have surrounded this form of entertainment. Some researchers suggested that link exist between playing video games and the violent behavior which makes many people to act out (Gunter, pp, 44-56). For instance, President Donald Trump remarks after the Parkland shooting revealed that the level of violence as a result of video games was shaping young generations thoughts. Similarly, President Obama also had similar thoughts as Trump following the Sandy Hook School Tragedy in Newton, Connecticut (Gunter, pg. 67).
However, some are in support of the video games as they base that, these games are beneficial to those who play them, including increasing people's ability to pay attention and process visual information (Massey, pp, 78-98). Fortunately, there is a fair group of people who still maintain that video games are good for those who play them. While there is still not enough evidence to offer a firm answer, the good news is that researchers are on the verge of discovering that, indeed video games are good for us (Massey, pg. 107). The first reason for video games is that it slows down aging. Male, female and middle-aged adults have one characteristic in common, and that is aging, and on getting old, wisdom has its perks. Just like maintaining a healthy exercise session, video games can help one's body feel young, even though in a real sense one is aged (Anderson, Douglas, Gentile & Katherine, pg. 65). Recent research conducted at the University of Lowa proved that playing violent video games was healthy and could avoid fast aging hence it doesn't cause people to act out. The research involved 681 healthy people aged 50 years participated in violent video game for about 10 hours for 4 to 9 weeks, and the outcome revealed that participating violent video games exercised one's mind and helps one in staying shaper (Anderson, Douglas, Gentile & Katherine, pg. 77).
Moreover, the violence games help us make quick decisions. C. Shawn Green from Rochester University wanted to reveal how violence in the games can affect individual ability to make decisions (Anderson, Douglas, Gentile & Katherine, pg. 87). His primary objective was to test if violence games which demand us to view and keep a close eye on violence actions enhance one's ability to receive sensory information and therefore help us make a more relevant decision. The study involved group of young adults who had no violence gaming experience play a violence video game for about 50 hours. The second group of a similar age participated in a slow-paced strategy game instead. After the research, Green had nothing, but positive outcome results (Coon, Shawn & Christine, pp, 78-79).
Since violent action video games involved fast moving images and are fast-paced, they help people to be better at taking sensory data and information in and translating it into a suitable decision. Besides, one of the participants went on to say that, violent games change the brain, by dramatically enhancing many of people low-level perception functions. Other reasons for violence video games include; enhancing one's ability to learn, making someone less anti-social, help in improving eye coordination and improving one's focus and attention (Coon, Shawn & Christine, pp, 78-79).
On the other side, people have opposed the benefits described above associated with the violence video games, since they claim the violence in video games have caused many to act out in the society as a result of the violence involved. Researchers have conducted studies and have revealed that violence in video games have caused such negative consequences such as aggression especially among the young generation, lack of empathy and poor performance in schools (Gimpel, pg. 54). Moreover, studies have revealed that people who engage in violent video games are more likely to show signs of aggression and act against societal norms. There was enough evidence on the research conducted by the American Psychiatric Association that led to this conclusion (Gimpel, pg. 57).
APA published a public policy statement in 2015 concluding that violence in video games causes more aggressive behaviors and moods besides detracts from the participants feeling of empathy and sensitivity to aggression. Moreover, large analyses of violent crimes and violent video games have caused an increase in violent crimes. (Gimpel, pg. 72). Those against video games have made their case by asserting that violence on video games directly cause an increased crime rate. Moreover, researchers have claimed that violence in these games is at a upper hand of being identified with the aggressive character. For instance, if the game is the first-person shooter, those playing the games will have the same visual thoughts as the killer hence leading to more aggressiveness in the society. In addition, researchers have shown that violence make participants more active and involving hence making people learn violent characters since they feel part and parcel (Gimpel, pg. 76).
Lastly, violence games indeed reward negative behaviors since they award point and allow players to advance to the next level. In most violence video games, participants are rewarded through verbal praise, like hearing words such as "nice shot" after killing an enemy. Hence increasing the frequency of acting out in real-world situations. Acting out as a result of violent video games can be reduced through the following ways; one, outdoor activity should be encouraged especially among the young generations. These activities involve sporting activities which will eventually reduce the addiction on violent video games hence will reduce aggressiveness in the society (Gunter, pp. 45-56).
Secondly, various regulatory laws have been enacted by the government on the sale of violent video games, especially to the minors. For instance, the Protection Act in California which prohibited the sale of violent video games minors. Moreover, the Law also instructed the video game sellers to incorporate the label "18+" only to avoid violent behaviors among the minor generation by not purchasing the games (Gunter, pp. 49-59).
Conclusion
In summary, there is a significant theoretical reason to believe that, violence in video games are harmful and can lead to negative actions such as aggressiveness among participants of such games. Those who engage in playing the violent video games have been revealed to be more aggressive than those who merely watch the violent games. In turn, this will be inflicted into the real world and will make such people especially the minors to put into practice some of the tactics learnt in the video games on their colleagues especially when faced with little disagreement.
Work Cited
Anderson, Craig A, Douglas A. Gentile, and Katherine E. Buckley. Violent Video Game Effects on Children: Theory, Research, and Public Policy. Oxford: Oxford University Press, 2007. Internet resource.
Coon, Dennis, John O. Mitterer, Shawn Talbot, and Christine M. Vanchella. Introduction to Psychology: Gateways to Mind and Behavior. Belmont, Calif: Wadsworth Cengage Learning, 2010. Print.
Gimpel, Diane M. Violence in Video Games (Abdo Digital Hosted). New York: ABDO Digital, n.d. Print.
Gunter, Barrie. Does Playing Video Games Make Players More Violent? 2016. Internet resource.
Gunter, Barrie. The Effects of Video Games on Children: The Myth Unmasked. Sheffield, England: Sheffield Academic Press, 1998. Print.
Massey, Rahul. The link between Video Games and Violence. Place of publication not identified: Grin Verlag Ohg, 2009. Print.
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