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Thai1 Kelly Thai Georgie Ziff English 200-15 03/14/21 Violent Video Games Cause Future Violence Today, the connection between subjection to violent video games and aggressive or fierce behavior has won one of the best established and most researched topics globally. Over the years, violent video games have been posing serious societal problems due to the fact that their graphic contents are responsible for the increase in violence especially among the younger populations ( Boffey, 2). Due to the presence and increased use of violent video games in society, the issue needs to be adequately addressed to reduce future violence and challenges posed by these games. In definition, video games are interactive electronic games played online or through computers, iPads, or smart phones and are generated from a set of computer programs, all for entertainment (Dowsett & Jackson 26). Essentially, the purpose of video games is competition between two players or individuals. Also, players use video games for relaxation, creativity and as a method of preventing boredom. However, in recent years, the continued evolution and advancement of video games has resulted in fundamental societal concerns. They have been associated with increased violence, immoral behavior ,substance abuse and aggressiveness among the youths (Boffey 3). Recent research reveals that over 90 percent of young adults and children between the ages of ten and seventeen years who play violent video games have reported significant increase in violent behaviors and rebellion (Boffey 5) In order to address the problem caused by violent video games in the community, some of the solutions would include, the establishment of regulatory bodies to monitor and rate the distribution and use of video games in society. Also, the
Thai2 relevant bodies should promote more outdoor sports like basketball and soccer to prevent video game addiction. The government has also voiced fundamental concerns over the impact that the games have on the community. This is after the August 3 mass shootings at the Walmart in Texas, where a gunman murdered about 22 individuals and left 24 others injured, sparking concern in the community and discussion on the regulation and control of video games (Copenhaver & Ferguson 79).The gunman purportedly made a brief reference to a violent video game he played, showing that he was conversant with video violence. This is a clear indicator that violent video games have a significant impact on people's behavior because in this case it resulted in a mass shooting and casualties. According to Boffey, there is a vivid connection between real-world aggression and violent video games (Boffey 3). Research suggests that violent video games tend to manipulate people’s minds and are likely to cause the application of the games physically (Copenhaver & Ferguson 79).Young adults may involve themselves in gun shootings, chainsaws, and hammer attacks in the future detaching themselves emotionally from their actions thinking that they are still playing video games. This is because it feels exciting and fun while playing the games and the long term mental effects would be that the person will not be remorseful or aware of the consequences of using guns or other brute objects. Moreover, Boffey asserts that some of these violent video games would exploit or manipulate the players' antisocial themes in the future (Boffey 4). Additionally, children who play violent video games are more likely to have increased aggressive thoughts, feelings, and behaviors, and decreased prosocial helping (Anderson and Bushmann, 2001). In turn, this affects a child's social interactions with some ending up as misfits. This shows that the problem of
Thai3 video games cuts across the board since it affects both the young and the old in one way or another. However, all hope is not lost. Researchers have developed several solutions to curb this growing menace. Three vital groups of individuals can help resolve the impacts of violent video games. They include the government, video game developers, and the parents. Some of the proposed solutions have been highlighted below. First, the government should set up public awareness and education to enlighten and educate young adults, teachers, and parents to warn them over the effects of violent video games in the community (APA, 12). The government , as the main regulator of any societal set up, bears the greatest obligation when addressing the gaps caused by the increased exposure to violent video games to young children. Since teachers and parents spend the most time with these children, gaming time should be limited to at most 30 minutes a day. Recent research suggests that the average kid in the U.S.A spends about 2 hours a day gaming. This points out to the grave nature of this predicament. The other issue that should be addressed to resolve violent video games' problems is the relationship between the degree of exposure to those games and their adverse impact. This would help reduce the risks in the future. If children are more exposed to outdoor activities like athletics and basketball, and less exposed to video games, their overall mental and physical health would improve. This solution would also solve extreme violent habits and aggressiveness among the players (Copenhaver & Ferguson, 82). It would also enlighten the victims on the risks and dangers of playing video games. The awareness and education on physical contact sports will generate interest from most of these children who will prefer to play soccer or basketball other than play video games all day.
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Thai4 Another proposed solution to the problem caused by violent video games would be encouraging the Entertainment Software Rating Board (ESRB) to polish their ESRB rating systems in reflecting the characteristics and levels of those violent video games relative to the current world rating. The ESRB federal laws have vividly stipulated the type of individuals who should access violent video games and their respective incarceration or fines (American Psychological Association, 16). A proposed solution to the issue of violent video games causing aggressiveness and violence in the future, is for ESRB to enforce strict measures and regulations of the online purchase of video games with severe punishment such as heavy fines or incarceration for violators. However, regardless of the significant efforts of resolving the issues of violent video games by the relevant stakeholders, there are several obstacles to the solutions of the violent video games in society. Researchers have documented some of the obstacles to resolving the aforementioned problems. First, the increased technological advancement in the world of video games has overwhelmed the ESRB ratings in the regulation of violent video games (American Psychological Association, 10). This rating system helps in regulating the individuals authorized to access required or particular video games. The presence of innovative technology such as iPads, iPhones, and affordable computer gadgets has resulted in increased use of video games online, making it difficult for the regulatory body to control the use and purchase. (Dowsett& Jackson, 23). Online purchases are particularly hard to regulate since anybody, even children can easily access the internet Another obstacle preventing proper regulation of violent video games is the countersuits put forward by video game developing companies who express their fears of potential loss of revenue. Initially the government allowed these companies to self-regulate. However, these
Thai5 companies did little to regulate access of young children to violent video games. In turn, some governments have imposed taxes on these video games. Some of these developers have sued their government for imposing impunitive taxes. These actions limit the ability of government to regulate the sector. Furthermore, researchers have revealed that violent video games might result in antisocial habits in some people due to gaming addiction. Getting these young people to curb this addiction has been increasingly challenging. Consequently, there has been an increase in murder, throat slices, hammer violence and knife stabbing. All these are associated with violent video games among young adults ( Dowsett & Jackson, 24). For instance, in one incident, an 18-year- old, Devin Moore in 2003, committed three first-degree murders with evidence claiming that it was as a result of him playing GTA video game. While in 2004, Warren Leblanc was incarcerated for the murder of a classmate using a claw hammer and a knife due to his obsession with Manhunt video games (Goodson & Turner, 3). Also, a schoolboy aged 13, who sliced his friend on the gorge in 2012, admitted to playing a violent game called Gears of war , meaning that the violent video game sparked boy's actions (Goodson & Turner, 3) However, other scientists are of the contrary opinion. They argue that these games have educational benefits, creativity, and brain development benefits, especially to the youths. Based on Bandura's social theory, some violent video games can begin kids' observational education. Despite these claims, the general consensus is that the disadvantages of excessive video game play far outweigh the benefits. In conclusion, the increased use of violent video games has raised global concern due to its association with violent behaviors, aggressiveness, and future violence in society. The paper has tried to outline some of the solutions to the menace caused by violent video games. The
Thai6 primary proposed solution is the public awareness and education of the community members through teachers, parents, and community heads. This solution is majorly aimed at enlightening video players against the risks and dangers of playing violent video games and addiction. The gamers are advised to focus on the games' benefits than the negative parts because their addiction would result in severe ramifications in the future. The significant advantage of this is that it would cover a larger group of violent video game victims. Other proposed solutions include using ESRB in polishing their rating system to regulate and control the number of people purchasing the games and ensuring they sell to the right people.
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Thai7 Works Cited American Psychological Association. “Resolution on Violent Video Games.” https://Www.apa.org, Aug. 2015, www.apa.org/about/policy/violent-video-games. Boffey, Philip. “Do Violent Video Games Lead to Violence?” Dana Foundation, 1 Nov. 2019, www.dana.org/article/do-violent-video-games-lead-to-violence/. Copenhaver, Allen, and Christopher J. Ferguson. "Selling violent video game solutions: A look inside the APA's internal notes leading to the creation of the APA's 2005 resolution on violence in video games and interactive media." International journal of law and psychiatry 57 (2018): 77-84. Dowsett, Andre, and Mervyn Jackson. "The Effect of Violence and Competition Within Video Games on Aggression." Computers in Human Behavior 99 October 2019: 22-27. https://www.sciencedirect.com/science/article/abs/pii/S0747563219301773 Goodson, Simon, and Kirstie J. Turner. “Effects of Violent Video Games: 50 Years On, Where Are We Now?” Cyberpsychology, Behavior, and Social Networking, vol. 24, no. 1, Jan. 2021, pp. 3–4, doi:10.1089/cyber.2020.29205.vvg.