Violence in Video Games
The Pros and Cons of Video Gaming
Read about the main arguments in support of and against excessive video gaming.
Video games have been a part of North American culture since the 1970s, but the violent content of video games has begun to escalate since the ’90s and today the debate over whether violence in video games is detrimental to the emotional, social and physical well-being of youth is more intensified than ever.
In some secret shopper operations in America, 44% of children as young as 7, were able to purchase M-rated video games. Recent research by the experts from essaywriter.nyc has demonstrated that the percentage of gamers under the age of 18 years of age, may be as high as 41%, and among this group, those that are 8-10 years of age are averaging 1.5 hours of gaming a day-that is approximately 11 hours a week.
Before turning to a synopsis of the arguments that support video gaming, it is important to note that the concern here is with excessive playing and with the violent content of these games, not simply with games in general.
Arguments that support video gaming involve what the games do to encourage developmental growth. A common belief is that video games teach problem-solving as players persevere and try to find alternate avenues to succeed. Gamers are motivated to continue to improve their skills and are constantly forming and testing new hypotheses. Gamers make choices and must accept the consequences of their actions, thus encouraging and fostering a sense of accountability and responsibility.
Another common argument is that gaming encourages eye-hand coordination.
Many also believe that video games are a meaningful form of expression as the gamer can feel guilt over their actions and are expressing themselves in the choices they are making. Gamers are also learning to adapt, which is one of life’s most valuable lessons and realities.
Video games encourage social growth as gamers play with others and learn to work cooperatively. Getting through the game requires teamwork, a skill that young children continue to try to develop throughout their childhood.
One of the most popular arguments heard today is that violent play leads to violent play, not real-world violence. In other words, gamers are more likely to gravitate towards other play that is violent, but this remains pure fantasy and does not impact their lives outside of the gaming world.
Those making these arguments are likely to believe that adult suspicion (over the harmful effects of violent content in video games) is more problematic than the actual content of the games. These people are likely to believe that the energy focused on fighting against these games and opposing this violent subculture is misdirected; the efforts do not focus on what does cause violence and do not lead to any substantial conclusions with regards to what does lead to violence.
On the flip side, many believe that video-game play is directly linked to youth aggression, as these youths who play excessively become conditioned to the violence. When someone has seen violence used repeatedly to such an extent, they are more at risk of responding impulsively to violence in a real-world situation.
They become desensitized in a way that would not propel them away from using violence in the real world to obtain an end goal. However, writemyessaycheap states that in becoming desensitized, these youth are more likely to lack empathy towards victims, and a lack of empathy is a key characteristic of many violent offenders and those who suffer from other patterns of delinquency.
Other arguments are that excessive video gaming can lead to health problems such as obesity, poor heart health, or tenosynovitis. In addition, excessive gaming can lead to social isolation and poorer grades.
Of recent, video gaming has been categorized as addictive. Medical boards have equated the problems found in other addictions with those symptoms and problems found in gamers. For example, health degradation, and social alienation are consequences of gaming as they are of other addictions.
There is uncertainty and ambiguity in different researches that support any of these aforementioned arguments, and there most certainly is not enough understood longitudinal research into the long-term effects on our youth.
However, much of the research that has been conducted does demonstrate a causal link between violent video gaming and real-life aggression along with a lack of quality friendships.
What is certain, and one harsh criticism is that while glorified video game companies and IT jobs providers are raking in the profits, this generation of youth is becoming stupefied. Some are benefiting, others only think they are.
Parents and anyone wishing to better educate themselves with regards to who is most at risk is advised to further their readings, but most specially to use common sense and discretion along the way.