The Effects of Violent Video Games on Children
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- Pages: 3
- Word count: 571
- Category: Video Games
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Order NowVideo games are just one of the many aspects of the media that requires the consumer to be involved mentally and physically (Cefrey). Downsides in this popularity do exist such as delinquency and aggression. An example of such instances could be the Columbine shootings in which the kids who committed the crime were avid players of violent video games (Cesarone). This violent behavior is more common in today’s society by the increased influence of violent video games. Video game violence is characterized by the given rating. The ratings range from highly violent to parental guidance (Cesarone).
M” rated games are for mature audiences only. “In a report by the federal trade commission, of 118 “M” rated games 70% were targeted to children under seventeen years of age (“Media Family”). Also, 85% of the time, children thirteen to sixteen were able to buy the “M” rated games. These games normally involve violent fighting, and these children often reenact the violent acts themselves says Bernard Cesarone (“Kids Source”). Out of all the video games only 20% of games surveyed by NCTV receiving a rating of “PG” or “G” (Cesarone).
Most of these violent games use violence as an advertising selling point. Furthermore, the games that are targeted for teens are most frequently rated for adults (Cefrey 45). The effects of these video games on children have been proved to be harmful in many ways. “Research shows that there is a short-term relationship between playing violent video games and aggressive behavior in younger children” (Cesarone). Keegan says the whole game industry is mostly immature and the games they create are not analyzed thoroughly (Keegan). These certain video games can cause potential stress n kids.
Furthermore, NCTV did a research on normal children and violent video games did in fact have harmful effect (Cesarone). More research says the damaging effects of these affected the kids who committed the Columbine massacre by brainwashing their minds into committing such acts. Keegan also said that games have always been compelling to kids, but the ones where the characters had a gun in each hand seemed more appealing. One of Keegan’s research studies a gamer who admitted his violent game playing relates to aggressive attitudes.
In fact, many gamers’ parents surpass the ratings of games which outcomes in aggressive behavior in students (Keegan). Many parents look for a way out of this aggressive behavior. One way is to look for a game that is more complex and involves strategy. Also, “If there is violence and sexual themes in the title and cover picture, you can assume these themes are also in the game” (“Media Family”). Parents need to also monitor video game play the same way they need to monitor television (Cefrey 47). Being aware of the marketing to children is helpful too (Cesarone). Counselors say to rent a game before buying it to preview it.
This involves checking for violence and suggestive themes. It is also recommended to limit game playing time to prevent brainwashing. Finally, group activity with video games is encouraged so that not so much seriousness is taken out of it (“Media Family”). The reason these violent games are so popular is simple; the media promotes them to be something the kids have the most interest in. Thus, will come the harmful effects of the playing of violent video games. Such behavior can be prevented if proper precautions are taken to limit or restrict children’s play of violent video games.