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Bad Impact of Video Games - Essay Example

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The author of the following paper under the title "Bad Impact of Video Games" will begin with the statement that video gaming has always been a highly debatable topic of whether it is a boon or a bane to society and the debate continues even today…
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Extract of sample "Bad Impact of Video Games"

Running head: Video Games have a bad impact 1 Video Games Order ID – 467127 Introduction Video Gaming has always been a highly debatable topic of whether it is a boon or a bane to society and the debate continues even today. Research shows that there are both positive and negative points that impact gamers and therefore, great caution should be exercised when playing video games. From a positive point of view, such games help to improve the individual’s concentration, manual dexterity and computer literacy in many ways. Besides being a source of good entertainment, some games impart education, knowledge and encourage the players to build a critical mind with problem- solving skills. However, from a negative angle, video games are believed to be detrimental to children, especially, if not kept in control. Some of the factors that have a bad impact on children are poor health, violence and addiction. In this study, an attempt is being made to investigate the above factors and analyze the extent of damage caused due to their negative impact. Body – Argument – Poor Health Video gaming is like two sides of the same coin with one side having a few benefits from a positive angle, while some are negative. From a positive point of view some Running head: Video Games have a bad impact 2 of the games are educational and help children to develop and improve their knowledge, concentration and kinetic skills. It helps to increase their thinking and problem- solving skills and keeps them well stimulated. However, though it does have a positive effect in some ways, studies show that it greatly impacts the health of children in more ways than one. For example, gamers who engage themselves in motion electronic games are induced by seizure attacks because motion has a negative impact on the health. (Goldstein, 2003) explains that this is especially evident with some screen types such as 50 v/s 100 hertz and among photosensitive gamers. Other health issues that can impact video gamers are loss of attention inertia, depression, obesity, aggression and violent behavior. Constant video gaming serves to impacts cognitive functioning and thereby academic performance because they are unable to concentrate and are totally diverted from spending their time doing their homework. Development Another aspect of video gaming that is helpful to a certain extent especially in patients is that it keeps them well occupied and away from worrying about their sickness. It serves to keep them out of boredom and enhances their movements while keeping them more alert. In the case of children, they could create a platform for playing with other kids their age and develop good friendship. Running head: Video Games have a bad impact 3 Counter Argument However According to Walsh (2004) the argument he puts forward is that video gaming is not good and may worsen the health of the gamers which could lead to a more poor body condition that may turn out to be permanent. Video gaming can be more harmful than television because it is interactive in nature. It has a way of completely absorbing the attention of the players and immerse them in a world of make believe. Refutation Undoubtedly, though there is a good side to video gaming and it has a positive effect where patients are concerned, yet, there is a high risk, that constant or continuous gaming could impact on their health and even may worsen their condition. However, if they are designed in such a way by doctors so as to enhance patient care and using the same with caution, then it would prove to be beneficial. Argument – Violence Video gaming is one form of entertainment, but if it goes out of control, it is very harmful to the individuals who are regular players because they are forced to be part of the script which is filled with violence. (Andrea Norcia, 5 – 22) The negative impact created, forces gamers to become highly aggressive and violent even when they come back to the natural world. Many studies showed that parents were not aware of the dangers involved and the bad impact it has on their children and such games were more popular among the boys Running head: Video Games have a bad impact 4 than girls. Studies of violent video gaming show that the aggression and violence of the gamers are carried on in the real world where children and young adults are shown to be harmful to those around them in their environment. In some worse cases, gamers are shown to exhibit extreme violence and aggression by going to the extent of mauling or even murdering their less aggressive counterparts. Development Research studies conducted by (Craig A. Anderson & Brad J. Bushman, 1998) have clearly proved that violent video gaming increased violent and aggressive behavior, both in young adults as well as children. According to the authors, any media that is violent instills a desire within the gamer to cause harm to others because it motivates them and forces them to do so. Violence is considered to be an extreme form of aggression that drives gamers to cause harm or death to their classmates and their teachers and it is also believed to be a serious psychological disorder. Counter Argument Anderson, C.A & Dill, K. E. (2000) argue that violence among the youth has become very complex as guns seem to be finding their way in high numbers. In Bushman’s (1998) opinion, the media is responsible to a great extent in influencing aggressive behaviour in children and impacting upon their normal beliefs and attitudes in a very negative way. When comparing violent behavior among the genders, they found that such aggressive and violent behavior was found more among the males than among females. Running head: Video Games have a bad impact 5 Refutation Considering the amount of study research done, and the evidential outcomes of violence due to video gaming, there is no doubt that this activity has a bad impact on the behavior of children, sometimes leading to detrimental effects. Parents should take up this issue as a personal responsibility, if they want to keep their children and others around them peaceful and safe from harm. Parents should explain the dangers of violent video gaming and how it could be harmful to themselves as well as those around them. Argument – Addiction Playing video games is one thing, but getting addicted is quite another, as children tend to get stimulated and later imitate what they are viewing onscreen, irrespective of whether it is harmful or not. Some studies show that video gaming could help release tendencies of aggression according to the catharsis theory, but authors (Feshbach & Singer, 1971) believe that these assumptions are quite contradictory because children become addicted to it and only go deeper into aggressive behavior. Certain games though addictive, do have a therapeutic effect on children’s behavior, but never- the- less most of the games are prone to increase aggression and violent behavior which becomes addictive and gets reflected in their daily life. Development Though video games have gained a lot of priority in these contemporary times, and though a certain amount of playing have their positive effects, yet the majority vouches Running head: Video Games have a bad impact 6 that they are not only harmful but highly addictive. With the advancement of technology, involving graphics and different controllers, video gaming has to been taken to a new level of experience. No longer is it played in isolation but rather it draws the attention of millions of gamers and is played on various platforms that are highly addictive. The (Center for Addiction and Mental Health) state that addiction is a psychological disposition or physical dependence on a particular thing. Though many of the games seem harmless in the beginning, gradually it forces the player to become dependent and addictive in a make believe world, where he finds it almost impossible to come out because he feels trapped by wanting to conquer the characters in the game. Some children have been known to have even committed suicide because the game was so overpowering and they were incapable of ever winning. Counter Argument Not all video gamers are addictive because in many cases it could just be compulsive behavior that does not last for a very long time. According to (Weimer- Hastings and Ng, 2005) for many gamers, gaming serves the purpose of a social medium and they feel comfortable playing with their friends. Refutation From research studies done, the dangers of video gaming definitely outweigh the benefits and therefore, parental control should be exercised from the very onset. To avoid such Running head: Video Games have a bad impact 7 dangers, parents should explain and make children understand how it impacts their lives and the consequences they have to face if they do not listen. Conclusion When comparing the positive and negative aspects of video gaming on children, it is quite evident that the negative aspects outweigh the positive and drag children down in a make believe world. Besides parents, even in schools, the dangers of video gaming can be explained to children, so that they could act with caution when playing such games. Violent Video gaming has shown how it impacts children and youngster’s health, peace of mind and their studies and keeping this in mind, those who are caretakers should always be vigilant about the outcomes of violent behavior. If children are found to got into a trap, counseling should be rendered so as to lend support to such children. References Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772–790. Andrea Norcia. The Impact of Video Games on Children. Retrieved from the web from: www.pamf.org/preteen/parents/videogames.html Bushman, B. J. (1998). Priming effects of media violence on the accessibility of aggressive constructs in memory. Personality and Social Psychology Bulletin, 24, 537–545. Center for Addiction and Mental Health – What is Addiction? Retrieved from the web from: http://www.camh.net/About_Addiction_Mental_Health/Drug_and_AddictionInformation/Addiction_Information_Guide/addiction_what_is.html Feshbach, S., & Singer, R. D. (1971). Television and aggression: An experimental field study. San Francisco: Jossey -Bass Goldstein, J. (2003). People @ play: Electronic games. In H. van Oostendorp (Ed.), Cognition in a digital world (pp. 25-45). Mahwah, NJ: Lawrence Erlbaum. Wiemer-Hastings, Peter & NG, Brian D. (2005) "Addiction to the Internet and Online Gaming" Cyber-psychology & BehaviorVol8, Number 2 http://www.liebertonline.com/doi/pdf/10.1089/cpb.2005.8.110 Read More
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