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Video Games and Violence

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Video Games and Violence When it comes to recreational fun, many people to turn to video games to entertain and occupy their time. Although there are mixed feelings when it comes to playing video games, marketers benefit from consumers because they provide such variety of entertainment. Research states that video games can cause the player to become prosocial, antisocial, and demonstrate different forms of anxiety (Greitemeyer and Osswald, 2011). Positive video games can develop prosocial thoughts and actions. Prosocial behavior is defined as the willingness to helps others, cooperation, volunteering, donating, and sharing. Players who were exposed to positive video games have been viewed to demonstrate exceptional behavior versus those who played neutral or violent games. Super hero video games may urge a player to help others in need, and video games that deal with shopping or cooking may urge the player to donate or cooperate with others (Greitemeyer and Osswald, 2011). However, research shows that visuospatial cognition can develop, and this will also lead to better communication and social skills. In other words, the world the player is seeing, he or she will adapt to it (Ferguson, 2007). Yet, there is more research that defines the results of violent video games rather than non-violent ones. Violent video games can develop antisocial thoughts and actions. Antisocial behavior is known to harm or have no consideration of others. These types of games can lead to aggressive thoughts, and depending on circumstance, the reaction may become voluntarily or involuntarily (Ferguson, 2007). Language tendencies can and will become more influentially negative. The use of profanity and negative tone can result. Too much exposure increases exposure to dangerous situations due to the lack of fear which is far from reality (Greitemeyer and Osswald, 2011). Among other things relating to video games and violence, too much exposure can develop different forms of anxiety. This is a psychological or physiological state that mimics certain behavior patterns. Players become jittery and develop signs of restlessness. If exposed to long, headaches and blurred vision are added to the list of symptoms. The player may also go into withdrawal if he or she has not played or came in contact with the video game for a certain amount of time (Ferguson, 2007). Everyone needs some recreational fun, but in today’s society, many have become too dependent on video games. There are different varieties, but the majority of players are more entertained with the violent and action ones. As long as there is a demand, marketers will supply. Yet, depending on the games, consumers should be aware that the risks outweigh the benefits. As long as there is a demand by consumers, marketers will supply the gaming tools to reach their capitalization goal. Consumers should be introduced to other forms of entertainment: dancing, outdoor sports, swimming, etc. These methods will keep you sane, but they could also help you stay fit.

References
Greitemeyer, Tobias, and Silvia Osswald. “Playing Prosocial Video Games Increases The Accessibility of Prosocial Thoughts.” Journal of Social Psychology 151.2 (2011): 121-128. Academic Search Complete.Web. 12 June 2012.
Ferguson, Christopher. “The Good, The Bad and The Ugly: A Meta-Analytic Review of Positive and Negative Effects of Violent Video Games.” Psychiatric Quarterly 78.4 (2007): 309-316. Academic Search Complete. Web. 16 June 2012.

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