Violent video games cause behavior problems Essay

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Violent video games cause behavior problems Essay
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  • University/College:
    University of Arkansas System

  • Type of paper: Thesis/Dissertation Chapter

  • Words: 1564

  • Pages: 6

Violent video games cause behavior problems

With the advancement in technology, violent video games have become popular with adults, children and teens. However, most of them entails on negative themes such as the killing of the opponent and violence. In this case, many violent video games have become more lifelike. Engaging in violent video game can lead to a critical problem because adults, teens and children can develop behavior problems such as antisocial behavior, which may make the player deviate from the reality (Science Daily, 2). Excessive exposure of violent video game also makes the player addict to it, thus promoting more behavior problems. Most of the negative effects of video games are associated with emotional, and psychological problems,. Violent video games may also decrease violence by serving as an alternative to flip and rough play and through giving a secure outlet for angry and belligerent feelings.

Technology is one of the growing concerns in modern society. It is everywhere and accessible to everyone, and its effects are manipulated on the behavior of the users. Video gaming is one of the knowledge that have become a concern in the modern society. According to a research done by a psychologist Craig Anderson,on the impacts of violent video game on children, children who spend much of their time say playing violent video game may be destroying their capability to concentrate and focus on various works in schools and home (Science Daily, 14). The study illustrates that children who excessively play violent video game develops attention problems more than those who play for a shorter time. Also, from research done by Karen E. Dill, which assessed elementary school children using reports from children and parents; about game habits and reports from teachers on the issue of attention problems. The study revealed that children who played violent video games were not attentive in class and had aggressive behavior. Moreover, the results showed that attentions problems worsened to how long the child spent on video games. It is clear that the violent video games cause behavior problems such as aggressive behavior as a result of affecting the attention span of children. This is because playing violent video games induces individual brain change to act in certain manners. One is beset with information almost to the point of impregnation and it is not possible for the mind to assimilate everything (Aboujaoude et al, 103). In addition, the brain takes only what it wants in a given situation. This means that one can change his or her minds. Just like a computer, the brain is always processing data and hence exposing one to violent video game alter the processing of the mind. In the modern world, personal interface with a computer is vitally given. From the time children enter school, they are exposed to access computers, whereby their primary interest is something that can make them feel jovial. In this case, they engage in playing video games. Similarly, at home, child’s room is fairly an average home and parents have displaced their roles and encourage children to play video games to make them happy without knowing the risk that they create to the child. This further the problem of attention and fail to improve human intelligence thus risking mental capacity, which have been established by violent video game.(Science Daily, 15)

There is an extensive belief that the violent video game effects child’s attention span. For example, about 42% of people in the United States come to an agreement that in 2020, children who play violent video game will be distracted, lack intelligence skills, and thirst only for prompt satisfaction (John, 409). Furthermore, teachers believe that the violent video game has extensively affected child’s attention span. Also, high school teachers believe that the violent video game is building a highly unfocused generation with a short attention span. As a matter of fact, good brains grow strong and extensive neural highway, which can immediately and efficiently allocate various aspects of the work to the most effectual system. This efficiency is enhanced only by active practice in learning and thinking that further creates stronger networks. An increasing suspicion among the brain researchers shows that excessive playing of violent video game effects these types of networks, which in turn can induce the habits of using the incorrect systems of a different kind of learning. A complete attention span comes as a result of brains that are mature. As the brain develops, those widespread connections also grow and control and focus of higher cortical level of function of attention span. Excessive exposure to violent video game may enhance the growth of the brain system, which scan and divert attention at the expense of those that concentrate attention. For example, in homes and classrooms, children are seen with impulsive characters, lagging behind to foster a feeling of willingness and to persevere through mental challenging work and with limited impulsive control. This is seen with children excessively play violent video games. (John, 429). Watching visual images on the screen stimulates the brain orienting feedback. This is from the fact that human beings are programmed to look at the rapid changes in the visual field, hence the colorful, fast images on video game are hard for the low brain system to deny. Thus, the earlier a human being gets a passive video gaming practice, the more possibility attention span will not usually develop. Human being can be entrained to keep playing violent video games. The quicker speed of images through video gaming, the more possibility human being will continue to engage in and the more possibility the player’s attention span will be shuddered around. The speed of the video game images determines the player duration attention span, hence, since images change rapidly, so does player attention, which in turn determines the attention span of the child to attend in individual activity. (John, 415). As the player of violent video game attempt to concentrate on the mental challenge, they stop their activity and focus on the screen. A continuous chain of interruptions disengages the player inner speech during the development of self-directed experience. Sustained and focusing attention become disjointed and eventually vanish. The player does no longer construct an internal, personal meaning through the process of thinking, hence capturing the attention through the external appearance. The internal mechanism if the attention span decreases as the player becomes the viewer. The effect of violent video game on the player’s attention span has severe repercussion. In addition, critics claim that playing violent video games deadens the participants to real-life violence and is accountable for high rates of bullying. For example, in 2007, over 30% of high school students reported being bullied at school. (John, 420).Violence, which is portrayed by violent video game has a significant negative effect on the player. This has created concern about the effect of violent video game because it is not limited to a particular media. Many definitions have been given to violent video game, but all of them end up to one issue, that is, the illustration portrayals of act of objective belligerence by one human personality against another. Thus, violence may lead to social problems of aggressiveness. This is because, people learn from experience and other people’s behavior, which can be gained through playing violent video game. As a person play video games, he or she observes other behaviors and imitate their actions, which results in growth of cognitive scripts. Continue experience to expressively activating violent video game develop unsuitable social behaviors through emotion’s interruptions. This increases negative emotional action stimuli.(Knapp, 20).

Violent video game effects all players uniformly. Some of the risk factors associated with violent video game are; maternal psychological distress, low maternal education and marital discord. Violent video game effects are also inclined by the development of errand that a player develops with time. Excessive exposure of violent video game shows a relative significant risk to the health status of the player. Research shows that the violent video game contributes to desensitization to violence aggressive behavior, fear of being harmed and nightmares (Knapp, 25). Violence is not new to the human race, it is an increasing problem in the contemporary society. This is because of the accessibility of explosives and firearms. This has caused a serious consequence of violent behavior. Some of the causes of human being violence are; Poverty, child abuse, exposure to community and domestic violence, Family psychopathology and Substance abuses.(Knapp, 26)

In conclusion, video games have detrimental effects. They have a severe repercussion on the player’s attention span. Most people are adversely affected by what they view or practice. In this case, the practice of playing violent video games entails th player to develop aggression and replicate to the competitor. Therefore, based on the above facts, I agree with the statement that the violent video game cause behavior problems.

References

Aboujaoude, Elias, and Lorrin M. Koran. Impulse control disorders. New York: Cambridge University Press, 2010. Print.

Finds, Study. “Video Game Play Contribute to Kid’s Attention Problems.” Science Daily 100706161759.July 7 (2010): 2. Print.

John, Sherry. L. “The Effects of Video Games on Agression: A Meta-Analysis.” Human Communication Research 3.7 (2001): 409-431. Print.

Knapp, Herschel Edmond. Desensitization aftereffects of playing violent videogames. New York: New American Library, 2001. Print.

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Violent Video Games Cause Behavior Problems Essay

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Violent Video Games Cause Behavior Problems Essay
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  • University/College:
    University of Chicago

  • Type of paper: Thesis/Dissertation Chapter

  • Words: 2402

  • Pages: 10

Violent Video Games Cause Behavior Problems

Imagine yourself in a scenario where you are killing fifty zombie pedestrians ruthlessly one by one with a chain-saw in front of a food court. Red hot blood is gushing from their open cuts with a gurgling sound which engulfs your mind in a trance from which you cannot get out. Wait! It’s not over yet. One zombie avoids the swipe of your blade and reaches you. Its white teeth glisten in the moonlight as it is coming closer to your neck and you open your mouth to scream! Quite an intimidating scene, isn’t it?

It subdues even a guileless person’s mind with an overwhelming sense of violence and a sort of primitive pleasure and the seed of this sort of sensation lies within the deep recesses of our mind. It’s a scene from a popular video game called “A Night of the Dead” which is quite popular among thousands of children and teenagers. Just think for a moment what kind of mental damage this game could inflict upon the unripe minds of children who don’t understand the difference between right or wrong.

What kind of sense of morality they would grow with if they continue to watch these kinds of violent content over and anon? As preposterous it seems it is the real picture of today’s almost every youth with a computer at his disposal. The rapid aggression of technology made it easy for the youth to lay their hands on such things as violent video games for passing their leisure hours. They pass their idle hours killing unreal persons in a virtual world while fidgeting with their controllers.

The important thing which they don’t know is playing these games essentially leads them to such a miserable situation where they are going to experience a drastic change in their behavior such as growing aggressive through watching violent contents, reenact them in their real life which often leads to crime and become so engrossed in obsession that they end up losing their social skills. At the outset, the effect of violent video games on aggression is a germane issue as video games have become very popular.

For example, a nationally representative study of video game play among adolescents in the United States showed that 97% of adolescents aged 12 to 17 years play computer, web, portable, or console video games. In terms of frequency, 31% of adolescents play video games every day and another 21% play games three to five days a week (Lenhart et al. , 2008). Up till now, what may be most concerning is that almost half of the adolescent population plays violent video games. In addition, five of the 10 most frequently played games are violent. Thus, research is needed to examine the effects of violent video games on aggression.

The majority of experimental studies that have compared the effects of violent versus non-violent video games on aggression have failed to equate these games in terms of competitiveness, difficulty, and pace of action. A study found the following: The magnitude of these effects is also somewhat alarming. The best estimate of the effect size of exposure to violent video games on aggressive behavior is about 0. 26. This is larger than the effect of condom use on decreased HIV risk, the effect of exposure to passive smoke at work and lung cancer, and the effect of calcium intake on bone mass (Bushman & Huesmann, 2001).

Although the common finding is that violent video games produce higher levels of aggression than non-violent video games, it may be that violent video games are also more competitive, difficult, and contain more fast-paced action than non-violent games. These kinds of games trigger the part of human brain from where human emotions are controlled through certain brain waves. Two prominent scientists Anderson and bushman found through a research: Violent video games influence aggression through short-term and long-term effects.

In the short-term, violent video games function as a situation variable that can increase aggressive cognition, affect, and arousal, in turn leading to increased aggressive behavior (Anderson & Bushman, 2002). In the long-term, violent video games can influence aggressive behavior by promoting aggressive beliefs and attitudes and creating aggressive schema, aggressive behavioral scripts along with aggressive expectations; which in turn, may bias an individual’s personality toward aggression. In other words, each violent video game episode may reinforce the notion that aggression is an effective and appropriate way to deal with conflict and nger (Bushman & Anderson, 2002).

Based on video games characteristics we can assume that there are distinguishable contents on a violent video game such as violence, competitiveness, difficulty and pace of action which pass through a mechanism phase on the individual player’ mind which consist of cognition (aggressive thoughts or believes) and affect (frustration hostility) then result into a state of physical arousal (heart rate), all these factors together cause aggressive behavior which is the instant outcome of playing violent video games.

A vivid example of what can people do due to this instant aggression is; In January 2010, Gary Alcock punched, slapped and pinched his partner’s 15-month-old daughter in the three weeks leading up to her death before he delivered a fatal blow to the stomach which tore her internal organs because she interrupted him playing his Xbox. She died from internal bleeding after suffering 35 separate injuries including multiple bruises, rib fractures and brain damage, which were comparable to injuries suffered in a car crash. Alcock was jailed for life and must serve at least 21 years (London: Daily Mail, 19 November 2010).

From this miserable incident we can see how severely aggressive people could be while playing video games full of violent contents. Secondly, people tend to reenact the violent scenes in their real life which may result into incidents with severe consequences. The enactment of aggression is largely based on the learning, activation, and application of aggression-related knowledge structures stored in memory (e. g. , scripts, schemas). Here I would like to give an example, In February 2003; 16-year-old American Dustin Lynch was charged with aggravated murder and made an insanity defense that he was “obsessed” with Grand Theft Auto III.

Long time video game opponent and former attorney Jack Thompson encouraged the father of victim JoLynn Mishne to pass a note to the judge that said “the attorneys had better tell the jury about the violent video game that trained this kid and showed him how to kill our daughter, JoLynn. If they don’t, I will. ” Lynch later retracted his insanity plea and his mother Jerrilyn Thomas commented, “It has nothing to do with video games or Paxil, and my son’s no murderer’’ (Stephen, 2003).

In the matter stated above the boy who murdered the child was obsessed with a violent video games “Grand Theft Auto” where you have to play the role of a criminal and do different missions which involves killing innocent peoples using automatic weapons. This kind of action scenes engrave such an impression on the children’s mind that whenever a similar situation arises in their real life they tend to act as they had acted in the video games beforehand with a violent action.

They respond to every situation in their life violently and this habit finally impels them to commit heinous crimes. In another incident on May 2010, “French gamer Julien Barreaux located and stabbed a fellow player who had stabbed Barreaux on the game Counter-Strike. The judge at his trial called him “a menace to society” (London: Telegraph. co. uk. May 27, 2010). There are many more examples where the same thing has been happening over and over and these incidents are the burning examples how malevolent the effects of a violent video game could be.

As the final point, playing violent video games often leads to the loss of the individual’s social skills. Video game addiction is excessive or compulsive use of computer and video games that interferes with daily life. Instances have been reported in which users play compulsively, isolating themselves from family and friends or from other forms of social contact, and focus almost entirely on in-game achievements rather than broader life events and eventually submerge in the deep sea of video games obsession.

The first video game to attract political controversy for its “addictive properties” was the 1978 arcade game Space Invaders (computerandvideogames. com, 2012). Some scholars claim that the social dependence that may arise from video games occurs online where players interact with others and the relationships “often become more important for gamers than real-life relationships. ” According to Griffiths “all addictions (whether chemical or behavioral) are essentially about constant rewards and reinforcement”.

Griffiths (2010) believed that addiction has six components: salience, mood modification, tolerance, withdrawal, conflict, and relapse. Some scholars suggest that psycho-social dependence, if it occurs, may revolve around the intermittent reinforcements in the game and the need to belong somewhere. When all these factors mingle together they create obsession in the gamers’ mind from which they cannot differentiate reality and prowls around the virtual world of video games.

Some gamers get addicted to the consternating violence of the violent games which also might contain sadistic sexual themes and nudity which in turn desensitize human feelings and cause social behavior problem and therefore loss of social skills. Excessive use of video games may have some or all of the symptoms of drug addiction or other proposed psychological addictions. Some players become more concerned with their interactions in the game than in their broader lives.

Players may play many hours per day, having late baths and regarding personal hygiene as a waste of time, gain or lose significant weight due to playing, disrupt sleep patterns to play and suffer sleep deprivation as an effect, play at work, standing in the middle of nowhere looking into space for a considerable amount of time, avoiding phone calls from friends and/or lying about play time. An example of this to the extreme is “A seventeen year old boy named Zach Richardson would go on streaks of fifteen hours of straight playing.

He skipped meals and only stopped when he blacked out (Crey, 2012). As by playing violent games one gets aggressive the society does not accept him and hence makes him a mentally disabled person which is more exasperating than anything. So games full of violent content cause behavior problems. Some scientists and addicted gamers try to nullify the fact that violent video games do not cause behavior problems. According to them it is the individual’s fault which is caused by the violent games as these might trigger the dormant violence in the gamer which was instilled beforehand.

Some even say that violent shooting video game players have better hand-eye coordination and visual-motor skills, such as their resistance to distraction, their sensitivity to information in the peripheral vision and their ability to count briefly presented objects, than non-players. Video games also develop the individual’s intelligence. A scientist olson (2012) went as far as saying that violent games affect students positively and not negatively because the violent crime rate is going down while the popularity of M-rated video games has increased.

She suggests that instead of stopping children from playing M-rated games completely, parents should just monitor how much time their children spend playing games; parents should take responsibility. I strongly oppose her opinion because in several researches conducted by prominent scientists as Anderson (2009), it has been proved that playing violent video games cause changes in certain brain wave patterns which not only cause mental imbalance but make the gamer prone to violence.

Likewise it has been said by Anderson and Carnagey (2009) that violence may influence physiological arousal, frustration, and hostility. For example, games that are more difficult and violent tend to produce more frustration which makes the gamer more vulnerable to aggression. The goal of violent video games tends to range from trying to shoot or stab opponent characters (e. g. , first-person shooter games such as the Call of Duty series or action games such as the Grand Theft Auto series) to competing against opponents in a physical battle (e. g. fighting games such as the Mortal Kombat series or sports games such the Fight Night series).

Although some non-violent video games involve competition, such as racing games (e. g. , the Gran Turismo series), many non-violent video games do not (e. g. , The Sin City series, the Myst series, Tetris, and Solitaire). Consequently, violent video games may prime competitive schemas more than non-violent video games. Thus, when participating in the TCRTT after playing a violent video game, the competitive aspect of the task may become especially salient (Anderson and Dill, 2000).

All these studies construct a strong base for the fact that violent video actually cause behavior problems. To infer an end to my logical arguments I would say that we must stop the production of these violent games if we want to see that our youth are not suffering from aggression complex through watching explicit contents, they are not reenacting these things in their life and therefore committing horrible crimes and maintaining their social skills by avoiding these games.

Therefore, the fact that many adolescents play violent video games for several hours every day clearly stresses the need for a greater understanding of the effects of violent video games on aggression. Last of all I evenhandedly want to ask a question to the producers of these violent games, would you want your own children to play these kinds of games and then kill a score of people by shooting in a moment of demonic rage on a sudden whim caused by the particular game?

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