Do Video Games Pose a Danger in the Society Because They Make Users Behave Violently – Essay Example

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The paper "Do Video Games Pose a Danger in the Society Because They Make Users Behave Violently? " is a marvelous example of an essay on social science.   Video games are the games, which are played by users using control to move graphic symbols or that points of light from one point to the next, and they are usually played on a TV screen or a visual display unit. Video games are extremely important in the global society because through the internet; video games connect a lot of people through the cyber portal, which enables users to play card games, violent games, racing, and 3D games.

Through the internet cyber portals, video games connect millions of users in the world, the impact of video games in the society is outstanding. Video games are usually frowned upon by guardians, teachers and some education experts. Video games are being blamed by some people in society and the media as being the cause of why students behave violently in society. Some psychologists and scientists find that video games do no cause violence they actually have some benefits like, for example, making children smart.   This paper will seek to discuss the effects of video games on users in society.

The purpose of this essay will be to enable readers to be able to understand the effects that video games have on users in society. It will highlight the importance and the bad effects of users in society. This will discuss the arguments and counter-arguments of whether video games pose a danger in society. These arguments and counter-arguments will all be summarised in the conclusion of the essay. The users of video games, especially children like to imitate what they see in video games, and they will imitate the violent act the see.

The actions and violence in video games are fuelling and molding the minds of users to a more violent side, forgetting and neglecting the idea that video games were meant for entertainment purposes (Lawrence Kutner, 2008).   With the rapid advancements in technology video games are evolving annually, and they are becoming more realistic with the graphics, sound effects, and scenarios improving to depict real-life events. So with this, video games are evolving to become more realistic, violent and aggressive.

The video games interactive nature is making users more violent. Users of video games are usually rewarded for being more violent this act of violence is carried out repetitively. The user is in control of violent activities, and violent activities happen in front of their eyes (Fischer, 2010). This repetitive repletion, participation is effective behavior learning tools for users. This means that continued exposure to violent video games ultimately leads to aggressive and violent behaviors among the various users in society. Violent video games do not lead to violent behaviors in society.

They serve as a substitute for real-life violent tumbles and play. Playing video games allows users to expression violence without doing so in physical form. Video game users are able to distinguish between real play and fantasy play, and they know that, in video games,   it is fantasy play (Ferguson, 2010). In fantasy play activities, the users of video games are able to explore the lessons of violent and aggressive actions and activities. Some video games are based on violent activities these activities are given users that chance and opportunities to explore the consequences of violent actions in real life.

Video games in this sense offer the user a learning opportunity for them to avoid violent activities. Video games have allowed children to explore and experiment with issues of violent activities like war, death, and violence without real consequences in the actual world (Ferguson, 2011). These actions teach them the consequences of violent action in the real world.   Through video games, users become smarter, and smart thinkers, because of the competition that video games bread in the users.

These competition activities enable them to be able to articulate issues critically and conceptually enabling them to be able to anticipate the consequences of their actions before they undertake them this enables them to be able to avoid bad and violent activities because they are aware of the consequences of their actions. Violent video games reward its user through simulating violent activities. This rewarding scheme teaches users that violence is an accepted tool of conflict resolution and a desirable way of achieving one's desires and goals.

Studies carried out in 2009, found out that repeat violent game players have a lower belief that nonviolent actions will solve problems. The users, therefore, associate happiness and pleasures by being able to cause harm to other people. This can be attributed to the recent killings in Newton Elementary school rampage. In that tragedy, 20 children and six teachers were killed by Adam Lanza (Berry, 2013). Upon further investigation, it was established that Adam Lanza was a repeated violent video game players. According to reports from the investigators, Adam spent many hours on the screen with his windows blacked out, honing his shooting skills.

The effects of the vicious violent games like grand theft auto, mortal combat, and splatter house should be looked at closer. Another example is Breivik, the Norwegian who killed 77 people during his July 2011 rampage, also stated that he was addicted to violent games like ‘ call of duty’ and ‘ World of Warcraft (Ferguson, 2010)’ . Playing video games desensitizes people on the bad effects of violence over time. This desensitization leads to lower empathetic behaviors in video game users.

The lower ability to enter and understand another person’ s feelings plays a vital role in increasing the aggressive behavior of users. In examining the correlation between video games and murders or violent activities in the society, it was established that there exists no correlation. In societies where the per capita video user are highest in the world, it is established that there is no correlation between violent video games and deaths caused by teenagers of youths in the society.

For example,   the per capita usage of video games in Japan is about $47 and in the United States is about$5.2, there were 73 and 2,279 murders respectively (Anderson, 2010). These murders have not been linked by the violent nature of video games. The claims by various media outlets and the society that there will be a surge in violent activities due to the increase in the usage of violent video games have failed to materialize. This is because the high level of play, and control especially in term of direction and pace, and the directions of thinking reinforces their character and allows users to be able to control their emotions during play and in real life circumstances (Ferguson, 2011).

The video games provide users with a safe and conducive outlet for them to channel their aggressive feelings and behaviors, in a manner that does not harm anyone or cause destruction in society. Conclusion This paper supports the notion that violent video games increase the level of violent behaviors and aggression in societies. This essay examined the effects of violent video games on societies.

The arguments for and against were examined, and it was established that it is correct the violent video games do increase violent behaviors and aggression in society.   In video games, the users are usually rewarded for the simulating violent actions and activities, coupled with the repetitive use of video games, which demands both active participation and replications of activities form a source of behavioral learning tools for users. The development of emotional, cognitive, interpersonal, and behavioral activities are usually shaped by repeated actions and activities. The bad behaviors of the users are worsened by the interactive nature of the video games the users of the video games control the violence, and the violent activities happen in from of their eyes.

Things like killings, stabbing, kicking, and shooting are the activities that are controlled by users of violent video games. Violent young killers like Adam and Breivik have shown and demonstrated that they harnessed their shooting and killing capacity and skills by playing violent video games. This video games other than increasing the violent behaviors and aggression among users, it reduces their sensitization and empathy, and this increases the chance of commitment to violent actions and activities in society.

References

Anderson, C. A. S. A. I. N. S. E. L. B. B. J. S. A. S. M., 2010. Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. Psychological Bulletin, 136(2), p. 151.

Berry, H., 2013. Massacre in Newtown: Adam Lanza's Dark Passage to Madness. New York: CreateSpace Independent Publishing Platform.

Ferguson, C. J., 2010. Blazing angels or resident evil? Can violent video games be a force for good?. Review of General Psychology, 14(2), p. 68.

Ferguson, C. J., 2011. Video games and youth violence: A prospective analysis in adolescents. Journal of Youth and Adolescence, 40(4), pp. 377-391.

Fischer, P. K. A. &. G. T., 2010. Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior. Journal of Experimental Social Psychology, 46(1), pp. 192-195.

Lawrence Kutner, a. C. K. O., 2008. Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do. New York City: Simon and Schuster.

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