Introduction to the Debate on Video Game Violence
A long-running argument about whether violence shown in video games can lead to real-world aggression has gained traction in the aftermath of numerous mass killings. Consumers’ experiences with video games may be both pleasant and sour. The goal is to focus on the negative consequences of violent video games on children’s behavior regarding education, aggression, and creativity.
Negative Impacts of Violent Video Games on Children’s Behavior
There has recently been much discussion regarding how exposure to video games might make kids more violent. Video games contain a staggering amount of violence; it is claimed that most games include some violence, and over half have major violent activities. Most video games have an E rating, allowing them to be marketed to kids as young as six (Hakala 47). Nevertheless, a detailed examination of such games reveals that the parents view them as aggressive (Igarzábal et al. 100). Playing violent video games by young people would be hazardous to their psychological well-being as they promote an increase in abrasive thinking, increased aggression, and hostile action.
Because violent video games are engaging and absorbing and force the player to connect with the perpetrator, they may be more dangerous, but they still get much attention from gamers. Due to regular indulgence in video games, youth develop video game addictions and gradually neglect their academics. Many video games have been proven to improve attitude and heart pulses, indicating that they may also assist in alleviating stress (Igarzábal et al. 69). This is to say that there is a connection between video games and anxiety, which is why video games have been employed as a means of treatment for over a decade.
Conflicting Research on Video Games and Real-World Aggression
The primary reason for concern about video games is a flurry of research purporting to discover a correlation between video game violence and real-world aggression. At the same time, opposing studies have found no convincing link. The key reason to be dubious of a statistical correlation is that video games have proliferated globally without causing other countries to reach the same levels of aggression as the United States (Hakala 58).
Instead of developing innovative ideas that would help them develop their cognitive talents, they resort to shooting, killing, and robbing in video games. These may later result in the practice of video game events in the real world due to disagreement or confrontation. The aggressive cognitions, aggressive conduct, psychological arousal, and antisocial behavior of children who play violent video games are all elevated. In addition, playing violent games causes desensitization and a decline in physiological reactions linked to emotions in response to actual violence.
Positive Aspects of Video Games
On the other hand, video games provide youth with access to virtual environments where they can hone skills such as leadership. The same abilities are required in daily life (Igarzábal et al. 82). Through playing different roles, children can master these skills. For instance, a young player may adopt the role of a police officer in the game and gain insight into the responsibilities of the position. This is because the social structure is modeled in the games.
Parental Role in Regulating Children’s Gaming Habits
Having understood the nature of these games among the youth, parents must take firm action and regulate their children’s video game usage. Therefore, parents should shield their kids from the negative consequences of the games. Parents should prevent their kids from playing violent computer games with cartoon characters, just like they would not let their kids watch X-rated movies. A controlled, violence-free video game is just as beneficial to a child’s health and ability to ward off disease and, therefore, should be embraced over violent games.
Works Cited
Hakala, John. Violence and Video Games (World of Video Games). Reference point Press, 2019.
Igarzábal, Federico Alvarez, et al. Violence | Perception | Video Games: New Directions in Game Research. Bielefeld, Germany, Transcript Verlag, 2019.