Topic > Violent Video Games - 794

Video games were supposed to be fun, entertaining and even educational, but when violence was added to the plots of some games it led to disaster for some of its players. Lately video games have improved graphics and story, however this has led to a better image of violence in those games. The added quality has attracted more teenagers and children to play the game, which sometimes leads to negative consequences. Children should not play violent video games because the games may affect their ability to handle certain situations, the intensity of language and gore may be excessive, and the games' plots may have a negative influence. Children learn to respond to different situations. situations resulting from past experiences and observations that can be influenced by something that is constantly seen or around them. Violent video games can have a strong influence on their ability to respond positively to various situations. For example, if your child grows up playing violent video games and is faced with a conflict situation with another child, he or she may become violent and not understand that this is not an acceptable response. This behavior is learned because playing electronic games requires the player to make a series of choices that determine his or her progress through the game. Players are regularly rewarded for repeatedly identifying and selecting strategies that have been integrated by the game designer. In violent electronic games, these strategies rely heavily on violent actions that rarely produce realistic consequences. Consistently choosing pre-programmed alternatives results in cycles of positive reinforcement. This makes the game situation a potentially powerful learning environment... middle of paper... future behavior of children who play it, so it is best not to let children play it at all. Works Cited Brody, Michele. "Playing with death." Brown University Child and Adolescent Behavior Letter 16.11 (2000): 8. Education Research Completed. Network. 6 April 2014. "Guide to ESRB assessments". ESRB rating categories, content descriptors and interactive elements. Np, nd Web. 06 April 2014.Funk, Jeanne B., et al. “An evidence-based approach to examining the impact of playing violent videos and computer games.” Similar 2.4 (2002): N.PAG. Library, science and information technology abstracts. Network. April 6, 2014.Yang, Shu Ching. “Pathways to Bullying in Online Games: Effects of Gender, Preference for Violent Games, Hostility, and Aggressive Behavior toward Bullying.” Journal of Educational Computing Research 47.3 (2012): 235-249. ERIC. Network. April 6. 2014.