Steven F, Gruel believes that the scientific community has researched whether or not violent video games are harmful and how they harm us using multiple research methods and participants from all over the world. The results from every study say similar things. Violent video games produce the same effects in the brain that real-world violence produces. In a first»person shooter or third»person shooter video game, the player is looking at the game’s world through the eyes of the character, and is engaged in “active participation” The player gets to decide whether to shoot and kill someone or not, and that makes a greater effect on the experience These decisions are reinforced by the fact that they are deemed justified and necessary, As Video games become more violent, children tend to play those games longer and longer as time goes our Children tend to average around 9 hours a week playing video games, based on a survey with over 600 children in either eighth or ninth grade, More than 90 % of children play video games.
In 1993, two US senators noticed the increase of violent video games and forced the Video game industry to create a rating system in order to help parents prevent any harm of children who would play violent games But the labels the industry used were flawed and misinforming; leading to confusion on what is safe or harmful.
Playing violent video games reinforces how often and how serious someone engages in violent and aggressive behaviors. This is the result of observational learning and desensitization.
There is a publication about children and violent video games that uses theoretical perspectives that fit together to explain what is happening to children. The General Aggression Model and the General Learning Model complement each other by describing the effects of learning how to be aggressive in many different violent video games.
The Five Dimensions of Video Game Effects talks about how different aspects of video games influence chi dren and affect their behavior. The Risk and Resilience theory says there are multiple effects of video games: prosocial, antisocial and others and they all effect the development of chi dren‘s thoughts and behaviors, Violent video games increase the possibility of aggressive behavior, thinking, affect, physiological arousal and desensitization. They also decrease [“lE possibility of helpful behavior. The negative effects on the brain include lower activity levels in the prefrontal regions, the frontal lobe and the temporal lobe that are supposed to be invo ved in cognitive inhibition and emotional functioning Aggressive and explosive behavior is a so the result of altered brain activity. These results were all found in multiple research methods; including experimental, cross-sectional, and longitudinal, The participants were from a 1 around the world, in both violent and non-violent cultures. According to Patricia A. Millett, California tried to ban the sale and rental of violent video games to minors, but failed to offer reliable evidence that suggests those games cause psychological harm.
California pointed to studies that showed a correlation between the two, but Millet claims the evidence isn‘t sufficient there either. All of the studies seem to be of no use to those against violent video games because they don’t show a cause or a correlation between the games and aggressive behavior or psychological harm. The studies were disproved in multiple ways, including invalid questions being asked, unreal situations that don’t fit the real world, invalid measures of aggression, longitudinal studies that weren’t long enough, and flawed statistics. California’s interest in banning violent video games in order to prevent psychological and neurological harm to children isn’t supported by any valid evidence, according to Millett. None of the studies used show a connection, causation or correlation to violent video games and harm, or aggressive behavior. But one survey suggests that students who play video games are more aggressive and perform poorly in school, Millett rejects this study because she thinks there’s only a professed connection between violent games and violent children, and their case for the Supreme Court was focused only on the biological and psychological harm the games are supposed to cause.
There are many factors that can contribute to violence in children, including family violence, antisocial personality traits that might exist, and influence of other aggressive peers. I am going to shift towards the yes side, because even though there are other factors that may contribute to the aggression of children, violent video games is still one of them So I don‘t think that it’s a direct harm, or one that definitely hurts everyone always, but there is still a chance that some children will be affected by those games Maybe each child has a different experience in life with both video games and violence in real life that can alter their behaviors and personality. Some children may be more negatively affected because of their personality and/or their situation, and others might not be as negatively affected 0 Which one is the most probable situation: “Children who are naturally hostile are more drawn towards violent video games” OR “Violent video games cause children to become more hostile,” . Does it matter if the brain is not affected by violent video games when children are aggressive? Isn’t the fact that they are more hostile and mean harmful to both themselves and others?
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