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Alonso M.

Vargas

Mr. James Mahor

English Language Arts 8

April 26, 2019

TITLE

“Impact of Video Games on Kids”

ABSTRACT

Everyone knows that a lot of children, and especially boys, are usually attracted to violent video

games. What is unclear is the effect that these video games have on the behaviours of these

children. The purpose of this research paper is to be able to determine into the matter of the issue

of the effects of violent video games on the behaviour of children. The research paper shall begin

with a general overview of the issue. Then, it will proceed to consider the argument that violent

video games inspire violent behaviour; and after this, it will turn to the opposing perspective that

suggests that there is no real relationship between violent video games on the one hand and

violent behaviour on the other. Finally, the research paper will reach a considered conclusion in

which it will be suggested that although some correlation between violent video games and

violent behaviour surely does exist, it would also be a mistake to place too much emphasis on

this relationship and thereby treat violent video games as a scapegoat for a deeper and more

complex social problem.


INTRODUCTION

There is a universal saying that “All work and no play makes Jack a dull boy”. For

overall development of kids, academic welfare has to be balanced with other leisure activities

and play. In the last 50 years, video games has been part of almost every child’s life replacing

other activities such as playing tag outdoors.

However, Video games also helps build camaraderie as are known to bond naturally over

games. It sharpens the hand-eye coordination and enhances motor and cognitive skills. It also

hones the logical reasoning as most current games are strategic in nature. However, video games

also receive much more negative critics. It is often related with issues such as mindless

entertainment, enhanced social recluse, sexism and violence. Research show that kids who play

violent video games showed on increased in emotional aggression. It also hampers vision and

food habit. It also adversely impacts the well-being and hampers sleep. Kids also divide their

evening into play and study time. Since videogames are addictive, it tends to eat up the study

time so much that, the education is considerably affected.

Technology when discreetly used can be a blessing. It is only when we override and

abuse its capacities that issues start to arise. Video games are not going to hurt kids if they know

the limitations and stick to it. Parents should limit and balance time their kids spend on video

games. It is also their responsibility on the selection of games and properly educate their kids

prior to letting them play the video games.

This study aims to show the impacts of video games on kids. It also aims to educate

parents, guardians the impact video games have on children. This study will be valuable and

significant to children, parents, readers and future researchers.

LITERATURE REVIEW
As stated by Hassan (2011), video gaming is good and bad. Good for those who know

their limits and bad for those who fix themselves in the seats for long hours and cut off the

interaction with rest of the world. . Both Orzack (2004) and French (2002) found out that an

internet search for “gaming addiction” yields lists of physical and psychological symptoms from

dry-eyes and carpal tunnel syndrome to “problems with school or work,” offered as indicative of

problem usage behaviour. In the study conducted by Wood, Gupta, Devevensky & Griffiths

(2004), video and online gaming can be addictive. The research has tended to concentrate on

negative aspects, such as excessive play and addiction. Instead of spending their hours on

studying and doing their homework, children spend their time on playing computer games.

Gentile, et al. (2004) said that the majority of these studies have shown that video games can be

addictive and that some games have been associated with aggressive behaviour. However, these

studies have been relatively controversial as they examine these factors using self-report methods

and artificial scenarios. This type of research is filled with problems and criticism. The study of

Carrasco (2001) stated that computers have become a part of man’s life. Almost all the things

around us were made by computers with the aid of computers. A great variety of forms have

been developed and put into practice to enhance learning, offer solace, to drive away boredom,

and/or to persuade players to adopt certain actions and opinions. The game play improve various

thinking skills but that it can also boost cognitive speed for those who play action games and can

also improve cognitive accuracy for players who solve puzzle and strategy games (Klabber,

2001).

Some children are at the period of modelling (Anderson & Bushman, 2001). Taha, J.

(n.d.) said that online games are seen as good learning tool because many think that they can
teach children in ways that their teachers are failing by sparking their minds, stimulating their

thinking, and inspiring their imagination.

DESIGN

The effects on video games and its impact on the behaviour of children remains unclear.

Society remains divided as to whether video games have positive effects or negative effects on a

child’s behaviour. The objective of this research paper is to critically analyze the issue of the

effects of video games on a child’s overall well-being. It is debatable whether violent video

games inspire violent behaviour. The research will also tap on the opposing perspective that

suggests that there is no real relationship between violent video games and children’s violent

behaviour. Finally, the essay will reach a considered conclusion in which it will be suggested

that although some correlation between violent video games and violent behaviour surely does

exist, it would also be a mistake to place too much emphasis on this relationship and thereby

treat violent video games as a scapegoat for a deeper and more complex social problem.

The main idea of the issue under consideration here is that, as a result of playing violent

video games, children will get conditioned into a generally more violent mentality; and that this

may render them more likely to engage in actual violent behavior in real life. If this proposition

were found to be true, then it would logically follow that violent video games are a menace to a

peaceful society and must thus be controlled in an effective way. On the other hand, it is also

possible that violent video games are not in fact related to actual violent behavior, in which case

conceptually, when considering this issue, it is generally necessary to make distinctions of

severity, degree, or scale. That is, the question would seem to be not only "whether" violent

video games influence behaviour (as if the issue were a strictly binary one) but also the extent to
which they may or may not influence behaviour. To quote Carey again, regarding the extant

research on this subject: "Playing the games can and does stir hostile urges and mildly aggressive

behaviour in the short term. . . Yet it is not at all clear whether, over longer periods, such a habit

increases the likelihood that a person will commit a violent crime, like murder, rape, or assault.

The most obvious point could be regarding a connection between real life actions and

virtual actions or a connection between violent behaviours and violent video games, One of the

most obvious points that can be made regarding a connection between virtual actions and real

actions or a connection between violent video games and violent behaviors. significant to

children, parents, readers and future researchers. This study will also help readers understand the

impact of video games.

CONCLUSION

Based on the above discussion, the conclusion can clearly be drawn here that although

there is surely an effect that playing violent video games has on the mind of the player, this

effect should not be overstated. Furthermore, it should surely not be associated in an overly

simplistic way with the perpetration of actual violent acts. It is true that exposure to violent

media of any kind can make a person more likely to accept violence as natural and normal; and it

is also true that video games, due to the active as opposed to passive nature of one's engagement

with them, exacerbate that effect. However, there is no real evidence that playing violent video

games makes one more likely to commit criminally violent acts—and from the perspective of

public policy, this is in fact the only really relevant question. One cannot regulate violent video

games just because one morally disagrees with them; rather, one must have real evidence that
such games incite players to criminal action. And it would seem clear that no evidence to this

effect actually exists.

Works Cited

American Psychological Association. "APA Review Confirms Link between Playing Violent

Video Games and Aggression." Author, 13 Aug. 2015. Web. 13 Sep. 2016.

<http://www.apa.org/news/press/releases/2015/08/violent-video-games.aspx>.

Bushman, Brad J. "The Effects of Violent Video Games." ITHP, 12 Feb. 2013. Web. 13 Sep.

2013. Web. 13 Sep. 2016. <http://ithp.org/articles/violentvideogames.html>.

Carey, Benedict. "Shooting in the Dark." New York Times. 11 Feb. 2013. Web. 13 Sep. 2016.

<http://www.nytimes.com/2013/02/12/science/studying-the-effects-of-playing-violent-

video-games.html?_r=1&pagewanted=all>.

Liptak, Adam. "Justice Rejects Ban on Violent Video Games for Children." New York Times.

Web. 13 Sep. 2016. <http://www.nytimes.com/2011/06/28/us/28scotus.html>.

Narvaez, Darcia. "Playing Violent Video Games: Good or Bad?" Psychology Today. 9 Nov.

2010. Web. 13 Sep. 2016. <https://www.psychologytoday.com/blog/moral-

landscapes/201011/playing-violent-video-games-good-or-bad>.

Searing, Linda. "The Effect of Video Games on Kids' Behavior and Achievement." Washington

Post. 6 Apr. 2015. Web. 13 Sep. 2016. <https://www.washingtonpost.com/

national/health-science/the-effect-of-video-games-on-kids-behavior-

achievement/2015/04/06/0781f084-d96f-11e4-8103-fa84725dbf9d_story.html>.Toppo,

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