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Technological innovation has predicted the establishment of many sorts of video games, including Nintendo, Game Boy, and Sega. When it comes to games to play, kids and other interested persons are spoiled for choice. Members of the current generation have become inside maniacs, as opposed to the past, when outdoor games were the most interesting thing. Consumers today have the option of using handheld devices, interactive TV, tablets, or mobile phones. With the variety accessible on the market, customers have become infatuated with gaming to the point that it has a big impact on their behavior and mental development. In the subsequent sections, it will be shown that playing violent video games results to an increased level of aggression.
Playing violent video games increases the aggressive feelings, thoughts and behavior in real life. Additionally, the games reduce a child’s prosocial behavior suggesting that he will engage in aggressive acts when provoked. In comparison to televised programs and film, it is clear that the impacts of video games are highly harmful. The fact that video games are engrossing and interactive in nature increases the changes of aggressive behavior development. The presented concern stems from the notion that the player is required to identify with the aggressor which aids in the development of aggressive thoughts. In support of this, Greitemeyer (2014) reveals that when a child is constantly exposed to violent video games, the chances that he will develop an aggressive cognition, psychological arousal, and aggressive affect are highly significant.
Furthermore, video games divert the attention of the child from other social activities such as watching films and playing outdoor games. With this, it can be derived that video games result in a decrease in the level of the child’s prosocial behavior. The decline of such aspects is further detrimental to the person in question, significantly contributing towards the rise in social behaviors and increased aggression. Apparently, the child will find it hard to show their ability to care about the rights and welfare of others or their empathy and concern which drives them to behave aggressively whenever provoked (Greitemeyer, 2014). Despite the fact that video games are considered as a relatively new source within the media, the aggression patterns displayed by young game addicts are similar to those portrayed by youths who watch violent programs. However, the difference is that for the children, playing violent games constitutes drastic impacts both in the short and long-term. The presented aspect is supported by the notion that video games are addictive. Therefore, a child will regularly play the presented games regularly, thus constantly engaging and exposing the individual to violent behavior behaviorally and physically.
Violent games teach children how to practice aggression as a solution to conflict. Apparently, video games contribute towards the negative change in behavior of the child player by educating him that using aggression to resolve disputes is ethical and okay. Furthermore, after playing the games for longer, the players master new techniques of fighting as well as aggressive strategies and the desire to exercise them. The presented aspects increase the chances that the child in question will utilize the new strategies in real-life when faced with conflict.
Why does the constant exposure to violent games increase the child’s aggression rate? Many violent games are associated with a learning process on how to be more proficient and effective when it comes to destroying the opponent. Based on past research, the presented fact is what has made video games have a high danger potential in comparison to movies and other violent television programs (Mitrofan, Paul & Spencer, 2009). The presented factor is what substantially effects aggression and violence on the child player. The fact that video games are active in nature explains the presented behavioral change. As is, people will always learn better when an active learning strategy is utilized.
It is also true that a video game player is highly likely to identify with a violent character. A violent game will always expose the child in a position where he is considered as the killer from a visual perspective. Moreover, the player will always be in control of the actions of the killer. The desire to win the game means that the player must utilize all the available strategies known to him to emerge the winner. Mitrofan, Paul and Spencer (2009) note that viewers may not identify with the presented character of violence. However, they are more likely to behave in an aggressive manner by themselves when they identify with a violent individual.
Violent games will always result in increased aggression since they are focused on providing rewards for violent behaviors in a direct manner. The behavior is awarded by points and promotion to the next level which provides the players with the feeling of satisfaction. In some of the games, the players are rewarded through the use of verbal praise after killing an enemy. The identified feeling will always serve as a motive when the player is faced with conflict and engages in a fight. Clearly, he will find it difficult to walk away from the fight before forcing the person he is in conflict with to surrender and give up.
Some researchers argue that violent video games will not result in increased aggression. Przybylski, Rigby, Deci, and Ryan (2014) argue that violence is only a strategic act which can be easily overcome. When a game addict threatens another person to engage in a fight, chances are higher that the provoked individual will walk away when he feels that he will not win based on the circumstances at hand. The provided illustration suggests that one always has a choice of becoming aggressive or not. Additionally, the presented behavior can be easily overcome based on the current situation. Przybylski et al. (2014) debate that violent games cannot constitute an increased aggression level since the aggressive thoughts and feelings can be controlled by the individual in question. Video games do not encourage one to take risks based on the notion that they have self-control which cannot be easily manipulated by technology.
The presented study on the effect of violent video games on childhood aggression can be furthered by investigating how technology impacts a child’s creativity. If technology directs a child to master new creative strategies, it might suggest that violent games affect the child’s self-control and result in increased aggression and vice versa. The research proposal will seek to establish the impact of technology on the creativity of a child. “Technological impact” is the independent variable in the proposed topic while ”the creativity of a child” is the dependent variable. Various types of video games will be utilized in the proposed study with the study sample being children aged below twelve years. To reduce the reliability of results in the identified proposal, the findings generated from the study by Jackson et al. (2012) will be considered. The study will also seek to avoid the downside noted in various research studies in the past. According to Mitrofan, Paul, and Spencer (2009), research on the effect of video games on behavioral change has significantly relied on self-reporting. In such instances, the participants are normally required to report their behaviors and habits in the past and present. To avoid this, the current proposal will mainly consider observing the behavior of children for a considerable amount of time before drawing conclusions on the findings.
To conclude, video games have a greater impact on young children unlike in the case of films and television programs. Violent games will always result in increased aggression since it directly communicates a message to the child that engaging in violence is an ethical way of resolving conflicts. Unlike watching violent films, playing violent games is active in nature. The presented fact means that the player is required to take an active role of the killer in a game. The presented factor actively exposes the player to a situation where he can easily master new fighting strategies which he desires to implement at any point in time when faced with conflict in real-life. The desire to practice what is actively perceived in the video games contributes towards the increased aggression rates among children addicts.
Greitemeyer, T. (2014). I Am Right, You Are Wrong: How Biased Assimilation Increases the Perceived Gap between Believers and Skeptics of Violent Video Game Effects. Plos ONE, 9(4), 1-7.
Jackson, L. A., Witt, E. A., Games, A. I., Fitzgerald, H. E., von Eye, A., & Zhao, Y. (2012). Information technology use and creativity: Findings from the Children and Technology Project. Computers in Human Behavior, 28, 370–376.
Mitrofan, O., Paul, M., & Spencer, N. (2009). Is aggression in children with behavioral and emotional difficulties associated with television viewing and video game playing? A systematic review. Child: Care, Health & Development, 35(1), 5-15.
Przybylski, A., Rigby, C., Deci, E., & Ryan, R. (2014). Competent-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors. Journal of Personality & Social Psychology, 16, 441-457.
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