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Wednesday, April 10, 2013

The Effect of Violent Video Games on Kids

Throughout all of the years that video ventures existed numerous people nurture said that all of the force in video plump fors has an effect on kids. I am outlet to begin by studying the amount of measure kids dedicate into these adventures opposed to other things. As well as the maternal(p) factor of this topic. All of this just to see if video games do have a negative effect on kids poses in school physical fights or attitude.

According to the NPD stem at that place atomic number 18 two types of users heavy and light. Light users comprise of kids that stand for games for about 5 hours. While heavy users count anywhere from 6 to 17 hours. The NPD group also verbalise that once the kids reach the age of 6 to 8, thats when the kids change into a more somber gamer. The kids at the age of 15 and 19 are the super users. They are the ones that spend most of their time happening games online rather than offline.

The difference mingled with online games and offline games is that, when a kid frivols offline that kid is now only undefended to the words and action of the software in the game. Unlike the gamers that play online they are exposed to the language of other players also to round of the rudest actions such as t-bagging, which is not under the rating that the guild manufactures of the game have given to their product.

Which leads me to the vast role that the parents play in this world? Every game out there has a rating; there are diametric ratings for each game depending on the violence, blood, language, and actions in the game. The different ratings are Ec: which is for early childhood, E10+: This is for every kid thats 10 and older, E: means that the game is for everyone, T: Means for teens, M: means mature for kids 17 and older last is A: which means adult only for people of years 18 and older. These rating are on the front of every game yet most parents do not even reach to read it or just simply dont know what it means. This causes the kids to deduct in contact with a violent game at an even earlier age than they are supposed to.

A number of studies have scann that kids in any grade that spend more time playing games have poorer grades in school. Others have documented that the content of the games being played have no importance on the persons grades just the exposure (Anderson & adenylic acid; Dill, 2000;Paschke, Green, & ampere; Gentile, 2001). Although the type of video game doesnt play a factor in the persons school work it may play a factor in the persons aggression. Content analyses of video games show that as many as 89% of games contain just about violent content (Children Now, 2001), and that about half of the games include serious violent content towards other game characters (Dietz, 1998; Children Now, 2001; Dill, Gentile, Richter, & Dill, 2001).

A meta-analysis by Anderson and Bushman (2001) found that across 54 autarkic tests of the relation between video game violence and aggression, involving 4262 participants, there appears to be five consistent results of playing games with violent content. vie violent games increases hostile behaviors, increases aggressive cognitions, increases aggressive emotions, increases physiological arousal.

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However it is said that violent games do not play a major role in fighting. The persons hostility is the major factor in that everything else is just a helping hand. As to where I stand in this topic of video game violence, I believe that if parents paid more attention to their kids the violence will go down and school grades will go up.

References

  • Anderson, C. A., & Bushman, B. J. (2001). Effects of violent games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.

  • Dill, K. E., Gentile, D. A., Richter, W. A., & Dill, J. C. (2001). Portrayal of women and minorities in video games. Paper presented at the 109th yearbook Conference of the American Psychological Association, San Francisco, CA, August 2001

  • Paschke, M. B., Green, E., & Gentile, D. A. (2001). The physiological and psychological personal effects of video games. Poster presented at the 36th Annual manganese Undergraduate Psychology Conference, St. Paul, MN, April 2001.

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