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  • Essay / Discussion on whether video games cause youth violence

    Imagine walking into a room with the sounds of gunshots ringing in your ears. Video games have been blamed for violence among young people. However, there has been a long history of violence before video games were even thought of. There may be effects on young people but not violent effects. Violence is a powerful subject in itself. The use of force in such a way as to harm a person or property defines the word violence. Studies show that destructive video games cause children to be rewarded for their violence. Consider the fact that parents are not watching their child's game as they should. “Another problem involves lack of parental supervision,” according to the Psychological Science Journal. Teens in grades 8-12 report that 90% of their parents or legal guardians never check the ratings of video games before purchasing them and that only 1% of parents or legal guardians have ever prevented a purchase based on their note. Say no to plagiarism. Get a tailor-made essay on “Why Violent Video Games Should Not Be Banned”? Get an original essay Video games have experienced epidemic growth over the past few decades. They have progressed from their humble origins in the computer lab to a modern rank as one of the superiors in the multi-billion dollar global entertainment industry. Many common video games today are notable for their ability to allow players to role-play different sequences of events. Recognizing the plot of violence, many scenarios include acts of destruction and violence that are carried out by the player on screen. Considerations have been elevated for this reason and the resulting desensitization to destructiveness persists in humans, exclusively humiliating in the belief that video games are quickly becoming the most contemporary pastime for children in the developed world. There have been arguments that violence in video games is precisely responsible for the increase in youth rampages. However, others propose that a particular responsibility takes priority and that, therefore, video games do not result in any destructive behavior. As one might assume, there are several conflicting views on the impact that horrible games have on humans. The Merriam-Webster Online Dictionary defines a video game as a computer game played on a video screen and regularly highlighted as fast-paced action. Computer games are also known as video games, and according to Encyclopedia Britannica, any game is mutual if executed by computer chips. The machines that computerize games are engaged through shared and arcade general ambition, handheld game consoles, personal computers, consoles and video consoles that are linked to televisions. Video games as an apprehension refer to all of these devices or more specifically to games used on electronic devices with screens such as televisions or arcade consoles. Video game culture is a new way of life and its meaning comes from video games. . This culture emerged when the digital revolution of the last decade rapidly expanded the film industry. Based at Simon Fraser University's Media Analysis Lab, the very first video game, "Space Wars," used a coin-sized PDP1 computer and was worth approximately millions of dollars. This one was located in the basement of MIT and was created by Steve Russell. With this invention, heshowed the possibility of computers as a fun gadget and had a huge impact on children's culture in today's society. The gaming industries have big warnings about the games and cases of what they are playing. Legal guardians or parents should monitor what their children are playing. According to the South End Weekly; “It should be up to parents to track the types of video games their children are playing.” This is why there is a rating system in the games, to prevent minor children from being exposed to inappropriate material. The game decision can be made by parents by checking the rating. One of the aspects that generates video games particularly eager to lead to real-world violence is the greater level of engagement of video games. Funk et al. believes that extreme obligation may add the chances that gaming behaviors will establish themselves outside of gaming circumstances due to the committed cooperation that video games desire from the player. Extensive investigation further demonstrates that children who have been exposed to violent video games are immersed in fantasy games. in which they imitated the behavior of destructive video game characters. This shows that high engagement in video games leads children to want to reproduce this horrible behavior in real life. This necessarily leads to the reliability of havoc caused by humans due to the effect of electronic games. These admirers contradict his view by asserting that humans have the capacity to diversify their simulations from the real world. Although this remains a problem, it does not take into account in development the great sensitivity of young people and the power that exceptional media and video games have on people's lives. Although fans of video games are a major cause of widespread child carnage point out that these games represent rampage and killing as "cool and trendy," it must be recognized that video games are not the only correspondence in which such ideas spread. Ferguson highlights the fact that brutality as amusement has always been a feature of conventional correspondence and that, as mentioned above, video games and their results should not be examined in confinement. The above, youth rampage should take into account reviewing the many newspaper and television productions of destructive films and Hollywood sentimentalize the rampage rather than primarily criticizing video games. Recognizing the large body of research in which recommends the pessimistic outcome of video games, it would be reasonable to argue that laws be put in place to ensure that this community charity is disciplined. However, this has not been the problem and the production of horrible video games remains plentiful. Ferguson cites that although studies on the results of destructive mail-order behavior on young people and the resulting rulings that the intensity of mail-writing is primarily detrimental to young people's state of mind, there is no no obligation to obey the structures in place that discourage the provision of horrible games to young people. The lack of regulation is primarily because the many proposed ban laws have been challenged in court primarily on scientific and constitutional grounds. Ferguson points out that some judges have specifically judged video game challengers, accused of tendentiously demonstrating current studies on the results of video game brutality, now enormously weakening the credibility and objectivity of these anti-gaming critiques..