My Ssec Capstone Project VIDEO GAMES { IS IT A MONSTER

VIDEO GAMES { IS IT A MONSTER

VIDEO GAMES { IS IT A MONSTER?}
Video games are a recreational activity that kids and even adults do during their leisure time. Although video games are seen as fun and relaxing, people tend not to notice the negative effects. The bad effects of video games manifest in the violence they contain. Video games expose kids to not only violent behavior and bad languages, but also confuses reality and fantasy to the people who play them. While technology is evolving more and more video games are becoming complicated, violent, and very realistic, teenagers are caught in the middle of these violent games which tend to influence them one way or the other. Video games are examples of natural educators, they provide a lot of practice and have rewards for success in the required action, meaning violent games include a lot of killing and being rewarded for it.
Violent video games can desensitize players and increase aggression. Video games such as call of duty and GTA with a lot of graphic contents, makes the player less likely to feel shock or distress at scenes of cruelty and violence. The players of such games become more aggressive in ideas and behavior, unconcerned, asocial, and their capacity to empathy declines. When players play it can cause them to become less physiologically aroused by real violence. In an article George Drinka explains how the player becomes the shooter:
The common thread running through all of these games is that that player becomes the shooter, from whose vantage point behind the gun the player sees the world. The player points his weapon at his enemies and learns to pull the trigger with ever greater efficiency ………. thousands of young people in this world, most of them male, have played these games for hours on end, and few have gone on killing crusades. (“Violent Video Games Can Desensitize Players and Increase Aggression.” )
As a result, numerous players of graphic or really violent games have gone on, showing how gamers are slowly drifting away from the real world, confusing the games they play to how and what really happens in the real world. For some who may be at some level desensitized to violence, they may not have strong negative reactions to violence in the real world which may lower their motivation to help or intervene during a violent incident. Lowered sensitivity to violence may also lower their inhibition for being violent as well.
Additionally, Violent video games promote antisocial behaviors. Violent video games make people violent, which pushes people into more dangerous lifestyles and creates a lack of empathy. Violent games demonstrate aggressive behavior on repeat and to humans they tend to take in information clearer in a repetitive and continuous lesson. Most gamers who are exposed to violent games have more aggressive behaviours and attitudes, and “In-game situations are often made more intense by pleas for mercy or kindness which frequently have to be ignored,”(Flanagan, Jack. “Violent Video Games Promote Antisocial Behaviors.”) in other for them to proceed or win a game, decreasing their empathy leading to a higher possibility of them to becoming more violent individuals. Also aggressive delinquency is very common among individuals who play intense video games,”the game player actively participates in violent acts during the game.Even the name of one popular genre of games, “first-person shooter,” points to the personal involvement of the player in the violent acts that take place,” (“Preface to ‘What Is the Impact of Violence in Video Games?’.”) since authority is absent in video games, meaning players is not punished for their action as in real life, allowing them to make decision themselves without any consequence. Additionally, in the story Fahrenheit 451, Ray Bradbury shows the lack of empathy and sympathy in Mildred , who stays in front of the TV all day, not knowing what is going on in the society, thinking the television is her so called “family” and slowing drifting away from knowing what is real and not.”Who has ever torn himself from the claw that encloses you when you drop a seed in a TV parlour?.”(94). Just like the video games, so do the TV affect the level of empathy an individual have. It is hard to find a game that doesn’t contain violence, aggression or bad language in any way or form , so the overuse of violent video gaming is leading to mild and serious negative effects in children and adolescence turning them into criminals and delinquents.

Dedria Bryfonski, broading the idea of the effects of violent media and games:
Debate about a potential link between violent media and violent behavior is sparked whenever there is a well-publicized violent incident where the perpetrator claimed to be influenced by a form of violent media. Examples abound. John Hinckley, who attempted to assassinate President Ronald Reagan, was reportedly obsessed with the movie Taxi Driver. Mass murderer Charles Manson claimed his actions were inspired by the lyrics in the Beatles’ song “Helter Skelter.” Columbine High School shooters Eric Harris and Dylan Klebold were allegedly addicted to the video game Doom and became frustrated when their parents took away their gaming privileges.
On July 20, 2012, James Holmes, dressed to resemble the character “the Joker” in the movie The Dark Knight Rises, opened fire in a theater showing the film, killing twelve people and wounding fifty-eight, police said. Once again, commentators debated whether exposure to violent media played a role in the tragedy.(Introduction to Violence in the Media: Current Controversies.)
The exposure of more people to the violent media and games are increasing the rate at which individuals who play game become dangerous to the society.
Video games affect the mental development of people by deceiving and altering what and how things should be done.

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