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Video Video games Children

For kids, playing video games is one of the main activities of these daily lives. Aside from doing their home works, the majority of these children put in time playing video games, and most probably spent additional time playing when compared with the time put in in doing their research. It is not only a style for kids but for young adults and men and women as well. From enough time it was developed it has evolved into a more fascinating and challenging media games of all time. Technological progression has managed to get even more thrilling for the players to try out it and issue themselves with tips and clincher that is included with every game.

The images and sound files are exciting making the experience real for the player especially those three dimensional computer machines. The ability of the player to control and maneuver the problem managed to get more even thrilling. Violent video game is one kind of game that is the most out well-liked by players. But with the increasing number of people interesting into these video games, a number of issues have been elevated: negative and positive effects of these violent video gaming to children and adults. This essay will need the positioning that violent video gaming do have negative effects on children.

One of the unwanted effects of the violent video gaming is the physiologic changes that happen while they are playing. The exhilaration brought about by these violent video games stimulates the sympathetic stressed system, therefore creating significant changes in the individual's heart rate, respiration and other involuntary responses in the body. It is fascinating and stressful at the same time, the stressful happenings could affect gastric arousal and frequent adrenaline rush, which adrenaline dash is what makes these players to feel "good" and makes them want to do it frequently.

Sympathetic nervous excitement promotes vasoconstriction, and this vasoconstricting impact is not good as it alters cardiac system. Therefore affects blood circulation heading to the central nervous system, causing dizziness, frustration and nausea. Regarding to Grossman & DeGaetano, "the effects of violent video gaming on young individuals' arousal levels, hostile emotions, and competitive thoughts have been assessed. Results suggested that school students who acquired played violent online reality game got a higher heart rate, reported more dizziness and nausea, and exhibited more intense thoughts in a posttest than those who acquired played out a nonviolent game" (70-71).

Similarly, these violent computer games could have a direct impact on children's habit, since they are vulnerable especially on their formative stage. Not every person who plays these violent video gaming have good basis of moral principles and an intact well-being. There are those who are easily persuaded and afflicted with what they see in their environment, especially those children that lack parental advice, as well as those people who have a minimal self-esteem. These prone individuals are more prone to be affected with what they play and find out on video gaming.

There is a great possibility these said to be virtual thing could be enjoyed in reality. As cited by Tompkins within an article in AllPsych Journal, The Academy of Pediatrics says, "Several thousand scientific tests and reviews conclude that significant contact with media violence increases the risk of hostile behavior in certain children, desensitizes those to violence and makes them assume that the earth is a 'meaner and scarier' place than it is. " According to Tompkins, if children become accustomed and thought that violent habit is satisfactory and normal, it'll be hard to change that perception as they grow older. She also relates this to the study of domestic assault where in a person exposed to this violence tends to become either abused or be the abuser. She further explains this by citing the Columbine event for example, where in both students, who committed a violent work are video fanatics. Their exposure to violence was linked to their violent action since both of these came from a family with good parental guidance.

Moreover, another negative effect of these violent video games to children is the fact that it teaches the youngsters wrong prices for reinforcement of habits. In psychology, there's a thing called "positive reinforcement". It really is a means of reinforcing a "good deed" or habit by rewarding a child if the child did a good job in university or if they behaved well. On the other hand, computer games bestow rewards on the player after getting rid of or defeating their opponent. This process is totally the opposite of what id thought in "positive reinforcement", the act of getting rid of is rewarded and the purpose of "positive reinforcement" is defeated, which could influences the child's notion of what work or habit must be rewarded. Which reward system in violent video gaming could influence the child's behavior by imitating those seen and done in violent computer video games. As mentioned in the Gentile's e book, "reward boosts imitation" (136).

Furthermore, the activities felt by the individual, especially in violent video gaming or even in multimedia violence would have a significant influence on a child's social interaction. Unconsciously, a kid could internalize what's happening on what they see. This sort of violence is psychologically stressful and could alter interpersonal connections. "Participation in violent video gaming cast a poor cloud above the children's views of social relationships. One research exposed that preschoolers probably experienced fear and anxiety when they found bloodied victims and viewed expressions of mental distress regarding the the media's regular teaching of the incidents of Sept 11th and their aftermath" (Cantor, 2002). These encounters that are internalized by children, unconsciously impacts their behavior, and when they are placed in situations similar to what they have observed, they could become stressed and restless.

On the in contrast, there's also sectors that would oppose as to the negative aftereffect of violent video gaming. Corresponding to Doug Lowenstein, who's the chief executive of the Interactive Software Connection, people who don't realize the industry are susceptible in distorting the consequences of video gaming on children. Actually, Lowenstein promises, violent video gaming can't be shown as bring about increased aggression of the part of the children (as cited in Anderson & Bushman, 2001). But how can we expect those to start to see the negative effect of these violent video games, well in reality what they indicate is solely business.

Likewise, Steven Johnson said: "Probably the most debased forms of mass diversion-video video games and violent tv dramas and juvenile sitcoms-turn out to be healthy in the end" (9). It is nutritional in the sense that learning comes along while playing these violent video gaming, such as mastery and control and hand-eye coordination. This newspaper totally disagrees with this notion. There are more appropriate ways of learning these exact things, without jeopardizing the imagination of the children of what is good and what is incorrect. Example are art work camps, indoors and outdoor activities that utilizes the body, where in physical, subconscious and psychological aspects receive importance, which develops friendship and the prices of sportsmanship, as well as keeping a healthy productive body, which computer games don't give. Furthermore, computer video games promote isolation, aggressive patterns and a sedentary life-style by sitting long hours in front of these pcs.

In realization, violent gaming has a strong relationship in children's competitive behavior. Violent video game has a great impact in children's behavioral, mental, physiological, and subconscious wellness. Parents will be the first line of defense resistant to the invasion into children's lives. Your choice to buy or not to buy violent video gaming is a true freedom and should be taken seriously. They should know the results of possible ramifications of such materials with their children. Additionally, parents, caregivers and authorities sector should become more careful and protective to these vulnerable children. Manufacturer should think about designing video games that will educate children the nice values, true manhood and moral courage; game titles that will provide fun, excitement, and will give visceral pleasure that is interesting and absorbing with no unnecessary assault.

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