Should Violent Video Games Be Prohibited

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Should Violent Video Games Be Prohibited

Thesis Statement Violent games should be prohibited.

Outline

This essay focuses on theoretical and suspected effects of the violent video games exposure and their negative outcomes. Negative outcomes include aggressive attitude, aggressive approach, behavior and physiological stimulation. Many theories and empirical findings reveal that, negative outcomes are related to violent video game exposure, adverse effects on attention disorders, and executive control. These are the main reasons that violent video games should be prohibited.

Introduction

Recent studies suggest that, kids in United States play video games at an average of 270 hours per month. (Barlett, et al, pg 539) It was concluded in research that around 21.4 % school students played video games for 42 hours per month. Furthermore, 70 % school students consider themselves as professional gamer. These studies prove that video games are popular; it is also reflected by the annual earnings of 17.9 billion dollar income earned by the gaming industry (Barlett, et al, 540).

So in light of popularity of video games we will discuss suspect, Confirmed and theoretical findings for adverse outcomes of playing violent games, and why they should be prohibited. Confirmed effects refer to, having enough evidence for temporary claims regarding exposure of video games on people. Whereas suspected effects are a combination of those studies which currently do not allow for strong, casual statements because of relatively few studies. Furthermore, speculative is related to limited empirical support and attention.

Negative outcomes associated to gaming can be harmful for the society, for example, violent and aggressive behavior has a higher likelihood of hurting people or failing to interact with other people. This decreases ability to excel at school, all of these are negative factors associated to negative outcomes of violent gaming.



Discussion

Many concrete explanations have advanced the understanding of video gaming effects, out of which majority focus on negative outcomes, one approach that explains the negative model is general learning model (Bartholow, et al, pg. 1574). General learning model describes how a person interacts to increase various types of learning; it consists of physiological arousal, and cognitions. These states affect on traits, attitudes, emotions, changes in attitudes and other factors. In the long term, they change gamer abilities and behavioral changes. Therefore, it provides a causal link between aggressive behavior such as (media related violence) which provokes ones thought patterns, physiological arousal and feelings, for example, violent games usually increase aggression, feeling and thought patterns. (Bartholow et al pg. 1575)

Confirmed video gaming effects

For many years, there has been an interest in video games. Playing violent video games shapes a player's behavior and continuous playing subject the idea that hurting someone is the best option to resolve an argument. Many studies suggest exposure to violence is linked to: aggressive thoughts, aggressive feelings and physiological encouragement, each will be discussed briefly. (Brady et al, pg. 341)

Physiological arousal

Increased physiological arousal such as blood pressure, heart rate can be useful in few conditions, whereas physiological arousal formed by the violent media is related to increase in aggressive behavior ...
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