Premium Essay

Why Do Children Become Violent Videogames?

Submitted By
Words 508
Pages 3
Videogames have been a part of children’s life for the past few decades. Today we have many different consoles with very complex games requiring more than just one controller and one button but it all started when Atari came up with its first gaming console, including a very simple game of tennis. These days playing videogames comes as a normal thing to modern children, just like walking and talking. There are even videos of babies playing with our phones, Ipads and tablets.
If you are parent in this era chances are you have a child who has played, is playing, or will be playing videogames. Parents usually refer to videogames as time-wasters or worse. Even some education experts think that these games can corrupt the brain. The media can also easily blame violent video games as the reason why some young people become violent. But three decades of research have failed to produce agreement among scientists, instead showing that …show more content…
Shawn Green, “video games change your brain” the same way learning to read, playing the piano, or navigating using a map do. Video games can increase your brain growth, motor skills, hand-eye coordination and visual abilities (RaiseSmartKid, 2015). A study, conducted at the Max-Planck Institute of Human Development in Berlin by Prof Simone Kuhn, showed that after two months of subjects playing Super Mario 64 DS, their brain had grown; specifically their prefrontal cortex, right hippocampus and cerebellum which are all involved in navigation and fine motor control. “Prof Kuhn believes having to navigate simultaneously in different ways may be what stimulates brain growth (BBC, 2015).” As mentioned earlier, the videogames coming out today are very complex and help a child learn to make fast connections between what they see and what their hands and fingers are doing. This allows them to think quickly, improving his or her hand-eye coordination, one of the most positive effects of video

Similar Documents

Premium Essay

Should Violent Mass Shootings Be Banned?

...Videogames have been accused of social aggression since the 90’s. As many as 97% of United States kids ages 12 to 17 play videogames and more than half of the 50 top-selling videogames contain violence. People claim that they are source where killers are inspired to do what they do, and therefore they must be banned and forgotten. This is a controversial topic given that some people say that there is more to it than people think about, and there is some others that directly blame videogames for all mass shootings in the country. Violent videogames should not be consider to contribute to youth’s aggression and violence. Videogames should not be banned because they are believe to desensitize players to real life violence, perpetrators of mass shootings played violent games, and because...

Words: 1901 - Pages: 8

Free Essay

How Do Videos Games Affect Youth Negatively?

...over 15 years, there has been little in the way of systematic research. The one consistent finding is that the majority of the studies on very young children - as opposed to those in their teens upwards - tend to show that children do become more aggressive after either playing or watching a violent video game. Research suggests that children and teens that playing and watching video games over an extended period of time tend to be more aggressive, are more prone to struggle in school, and more prone to be obese or overweight. One of the ways that the videogames affect children and teens that play and watch for an extended period of time is that they tend to be more aggressive. In “Children, Adolescents, and Television,” it has been stated that even more important than the amount of time spent playing video games is the content of games played (2001). Research shows that up to 90% of all video games contain some sort of violent content and in a survey of 213 adolescents, 99% of boys and 84% of girls said that at least one of their current video games has violent content. Some experts assert that there is clear evidence that exposure to violent video games increases the relative risk of aggressive behavior; some individuals are more susceptible than others, and multiple risk factors converge to produce aggressive or violent behavior (Funk, 2005). In 1990, the American Academy of Pediatrics (AAP) reaffirmed its concerns about the negative...

Words: 983 - Pages: 4

Premium Essay

Violence in Video Games

... damage, or kill someone or something. People may say that these video games incorporate this term called “violence”. Sometimes they do, sometimes they don’t. Violence is visible in Video Games, but may not fuel teens to be violent in reality. First, Violence is something that has been in this world a long time. It is something that, no matter what, will continue to happen in this world we live in. Like before, violence is a behavior involving physical force intended to hurt, damage, or kill someone or something. There have been a lot of instances of violence in history. Not just any kind of violence, but violence that people could not imagine happening. The Columbine Shooting is a great example of this so-called “violence”. This horrific event involved two young teens that had previously been bullied in school. The bullying they went through caused a built up anger that they eventually had to release. These two teens unleashed their built up frustration through shooting within the school. They ended up wounding and even killing several of their peers and teachers. Who knew something as simple as bullying could turn a child into a vicious being? This shooting turned into a type of violence that would shape the world forever. Nearly 15 years after the Columbine shooting, violence in video games still thrives on. Approximately 90% of children...

Words: 1111 - Pages: 5

Premium Essay

Video Game Violence

...Violence in Videogames v. Violence in Real Life In the movie Wreck-It Ralph, one of my favorite quotes is “When did video games become so violent and scary”. I’d say that video games have gotten way more violent since Ralph Baer invented the first video game in May 1967. In more recent years we have multiple violent video games with the recent releases from series such as Halo, Call of Duty and a plethora of other games that we have grown to know and love. However, worrisome teachers and parent have often asked the question ‘Is this game making children more violent?’ or the ever popular ‘Is this game helping society?”. In this essay I will discuss the points about why I think video games aren’t violent, and how some could even help society....

Words: 469 - Pages: 2

Premium Essay

Do Games Like 'Grand Theft Auto V' Cause Real World Violence

...Not all videogames are violent and kids should be able to play them even the violent video games. Violent video games for kids and adults help keep the crime down because the games are keeping the children and adults entertained and from them committing crimes or from hurting other people or themselves. Role-playing games with simulated violence are diverting for kids. Violent video games are keeping crimes down as the stories state. The story “Do games like ‘Grand Theft Auto V’ cause real world violence?” states “No study has ever shown that violent video games result directly in actual violence, though the numbers suggest it’s very unlikely.” This is saying that the video games are keeping children and adults from committing crimes, or...

Words: 355 - Pages: 2

Free Essay

A Sociological Look Into Gaming

...lauded TV drama, while the release of Grand Theft Auto V has been shrouded in negative reactions from the media and parents alike. Although video games have become a societal norm, with 58% of the American population identifying as a member of the gaming community, they have also become a highly divisive social issue. This can be seen in the comparison of the coverage the game has received. The Toronto sun’s Tech Gaming columnist Steve Tilley covered the release with an article entitled “5 ways ‘Grand Theft Auto’ has changed videogames”. As a voice for the gamers, the article highlights everything about the game itself; the $265 million that was spent to develop the game, the five years it took, and the $6 billion it is projected to earn during the first six months. In contrast, CNN’s Doug Gross presented the same data, but followed the bare tech facts with an examination of the associated controversy and social problems that have come along with it. These two media outlets and their writers serve to show that while Boardwalk Empire has been gifted the golden ticket to be edgy without fault, the double standard whips back around to corner the video game industry for everything perceived to be wrong with society. I have always been a gamer, so encountering the stories the foist blame on the gaming industry for violent children or other influences on their social development is a sensitive topic for me. I have personally played the GTA series, and it has never influenced personal...

Words: 737 - Pages: 3

Premium Essay

Violence and Videogames

...direct relationship between prolonged use of video games and aggressive behaviors in players . An immoderate exposure to this type of entertainment causes direct damage to the central nervous system, causing the individual to present a state of anxiety. There is a directly proportional correlation between the use of video games and an increase in the consumption of alcohol and drugs in young people aged 13-17 years. Additionally users become more frivolous in their interpersonal relationships , and although this type of entertainment does not promote isolation, if ideologically influence the player , making images witnessed remain in the subconscious and therefore intends to recreate them later. It is for this reason that it is intended to show the evidence that confirms the claims made above, to thereby create awareness in the reader about the impact of video games on human behavior through an increase in aggressive behavior Player . Therefore, the analysis performed below will focus on the negative effects of video games on the development of children and youth and connecting these with the social problems that occur today. Dozens of studies confirm that the...

Words: 1646 - Pages: 7

Premium Essay

Youth Violence

...ENG 1213.W1 11 October 2012 Youth Violence Ninety percent of children ages 8 to 16 play video games, some spend up to 13 hours a week doing so (Harding). Most of the video games out now include some form of violence. This is a very controversial issue. Some people of the older or “Baby Boomers” generation would blame this on the parents of those children. These violent video games and movies can cause children to desensitize the violence and also cause aggression, but violent video games do not cause violent behavior. Debates about video game violence and player aggression are likely to continue for some time. “…As video games have become more widespread over the past few decades, the incidence rate of criminal youth violence has declined…” (Ferguson 390) In order to keep from behavior becoming an issue with children, parents have to step up and teach them right from wrong and what is good and what is bad. If a television show is on that is provoking violence, then someone needs to point out to the child that it is wrong to fight, curse, etc. Most children learn from experience. As long as they are told what is acceptable from what is not they should have standard morals to know what to do when the parent is not around. It is the parents’ job to be the ones to teach their children the ethics and principles that they want them to follow. When Rihanna’s music video for “Man Down” was released, it sparked a whole new controversy. In her video she shoots the man who raped...

Words: 931 - Pages: 4

Free Essay

Video Games Do Not Equal Violence

...States searches for answers to alleviate the suffering citizens receive from sending their children to school everyday, it is quite simple to believe that the very games children are allowed to play are one of the reasons schools and public places are being attacked. The games that majority of children play are games that contain shooting, killing, and other forms of violence. Therefore, it is considered number one on the list of objects to get rid of to demolish the violent acts done by mass shooters. However there has been lots of research done to determine if there really is a correlation between videogames and violence, and the different researches done are not consistent. For this reason, it is to be said that video games is the “fall guy” for various acts of violence such as mass shootings and more. Many believe that violent video games creates psychopaths. They gain this idea from the constant search for massive shooters and other violent people’s motive for carrying out with their violent acts. Each time someone commits an act of high-level violence , such as public or school shootings, investigators and society is always one the look out to see what motivated them to act that way. Investigators look upon the person's history and tries to find a pattern between their behavior and their at home life. As Christopher Orlet suggests that elements that produce violent people with violent actions are, “abuse, neglect, hopelessness, ignorance, laziness, absentee parents, and the...

Words: 839 - Pages: 4

Premium Essay

Computer

...Chapter 1 INTRODUCTION Background of the Study Computer has led to groundbreaking outcome which completely revolutionized the society. One display of these fast growing advancements to society is computer gaming. Teenagers who are playing these computer games said that they are playing these games just for fun, to keep away from the heat of the sun, without knowing that there are a lot of effects of playing these games that are more than what they think. In 2006, Luke Ahearn stated that “Game development is booming! In the past few years many books have been written, more information than ever is available on the internet, and many colleges are offering courses – even degrees – in game development.” In addition, Adams & Rolling (2007) stated that games are created to serve a purpose and they are related to the human desire for play and our capacity to pretend. Also video games are forms of art, thus aesthetics are part of their design. It’s also shown in some studies that computer gaming helps the brain, especially to the young at age, to develop their logic skills. “Computer-based video games can clearly facilitate students’ learning performance. This finding indicated that computer-based video game playing not only can improve participants’ fact differentiation/recall processes, but also promotes problem-solving skills by recognizing multiple solutions for problems.” (Chuang & Chen, 2009, p.7). In addition, playing computer games according to some research...

Words: 2445 - Pages: 10

Premium Essay

Research Paper About Online Addiction

...Research Paper about Online Addiction Table of Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i Acknowledgement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ii Abstract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . iii Chapter I: The Problem and its Background Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 Statement of the Problem . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 Statement of the Objectives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 Statement of Significance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5 Conceptual Framework . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .7 Scope and Delimitation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 Chapter II: Review of Related Literature and Studies Foreign Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Local Literature . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Foreign studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .10 Local studies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Chapter III: Methodology Chapter IV: Interview Chapter V: Conclusion and...

Words: 3742 - Pages: 15

Premium Essay

Perceived Effects of Online Games to the Academic Performances Among Students Under the College of Business Administration Education at University of Mindanao

...Laboratory. Since then, the computer/video game industry has become one the most aggressively growing business sectors in the United States and in the whole world. Obviously, games are emerging as one of the most dominant forms of entertainment. This trend goes further as of the increasing penetration of high speech Internet connection and the declining prices of computers, video-game consoles, and mobile entertainment devices. (Lee, Jin, Park, & Kang, 2005) As we know, Internet offers many conveniences. As a result it has made many people depend on it. What is worse, a large number of people have become addicted, especially to online game addiction. By2007, the population of online gamers worldwide was about 217 million, approximately 28 percent of the total online population (comScore,2007).In addition, online game addiction is prevalent in many countries, including China, Korea, Vietnam, Japan, U.S., and Canada. In South Korea, 2.4 percent of the population, ages nine to thirty-nine, were believed to be addicted to online games, and over 10 percent could be classified as obsessive gamers. (Faiola, 2006). Research says effects can be good: reduces stress, improves learning ability, and develops team work. Others oppose by saying negative consequences outweighs the good: violence, aggression, time management problems, and low academic performances. The growing population of computer games and its various effects do not exempt the...

Words: 6618 - Pages: 27

Premium Essay

The Use of Scientific Games in Teaching Science

...CHAPTER I THE PROBLEM AND ITS BACKGROUND Introduction The study of science is essential. Science is the study of the world around us. Everything around us concerns science. Without it, it is impossible to get into medicine, engineering, architecture and other fields requiring technical expertise. Every sector recognizes an increasing contribution of the discipline to the progress of the modern world as well as its traditional standing as an element of humanistic and scientific education. Its importance as the key subject is common knowledge. Science has been recognized as a patent means of sharpening our competitive edge. Thus, science holds a dominating place in the curriculum. As mandated in the Philippine Constitution, it is the duty of the schools to develop scientific and technology efficiency among the pupils and the students. Thus, it is necessary to evolve a strong science program in all levels. So, the teaching of science should be effectively earned out so as to satisfy the National Development Goals. Science is a multifaceted subject, limitless in extent and depth, vital for science and technology, and rich in the cultural import. It offers a lot of challenges to an individual. In school, however, some students find the subject dull and difficult. More so, science in general, is even considered by many as uninteresting or boring subject if not difficult or not applicable into their daily lives. The performance of the pupils depends largely on quality of the teaching...

Words: 4038 - Pages: 17

Premium Essay

Computer Addiction When It Comes to Online Games

...how they engaged with the computer games. 3. Give the examples of the games where the teenagers become addicted. 4. Identify what makes teenagers addicted. 5. Know what are the risks for the teenagers is. Significance of the Study This research or study regarding to the computer addiction is made to know what the effects of computer games are for the youths today. Online games are the favourite past times of the teens and even to the children. Therefore, this study will give an advantage on how they will be aware to the consequences. To the Parents. This study will help them to become conscious of this computer games. Inform their children about the effect of the computer addiction to the mental thinking of one individual. To the Teenagers. This study will help them to control their addiction on computer games. This study will also make them aware in what will be the bad effects of it. To the Future Researchers. This study will help them to have more information or an additional reference on their research. Conceptual Framework 1st try Idea Computer Addict 2nd try e Excite 3rd try Enjoy People Once they try a computer games, they get an idea on those computer games. Then, they try again and make them excited to play again until they enjoy it and become a computer addict which had a bad effects for them. They are widely excited at...

Words: 5594 - Pages: 23

Premium Essay

Bradburys Predictions

...Nguyen English Petrow Ray Bradbury’s Predictions Ray Bradbury's Fahrenheit 451 portrays a materialistic society that has forgotten social interaction with each other. Writing in 1953, Ray Bradbury warns readers about a future that could happen. Bradbury notices dehumanization in society as technology makes people become less individual and incapable of independent thought. In Fahrenheit 451, Ray Bradbury makes predictions of the future that is frighteningly accurate to what life today is like. Some of the predictions Bradbury makes had to do with the way people and machines intermingled with each other. Ray Bradbury predicted news media portraying the world through destruction and violence, society losing social skills with friends and family because of a ‘digital wall’, and children being shoved through the school system only to go to places to destroy things. News is the main outlet our society uses to communicate with each other. Whether it is national or local news, or the lunch your friend posted on Facebook, it is supposed to unite the community together and help people gather information. Today in this digital age, however, the news broadcasts more violent things in the world. In the book, news media is used by the government to find Montag. In the end, the government ended up killing an innocent man just to satisfy the people watching the news. That scene was the pinnacle of reality, showing the foul and sinister side of society, showing how much they love to see someone...

Words: 1008 - Pages: 5