The aim of this essay is to discuss the ill effectsof video games on the individuals and societies affecting the whole generation. It not only affects the children physically and mentally but also leads to their affected behavioral growth. Video game in this technological world has become the favorite pastime of the adolescents, which ultimately affects the individuals, societies and might even affect the future generation. Secondly, the effects of the video games have been both positive and negative. Thirdly, it also can be a non-issue if seen to have positive effect on the individual and societiesbut as an addiction this can never be supported. The essay thus aims to argue that video games have affected the contemporary virtual world of the children and adults in several positive and negative ways as the creativity of the children is hampered.
As mentioned by Zastrow (2017), the adolescents and the children are the most affected groupin the increasing rate of addictiontowards different types of video game in the society. Theirvulnerabilityisclearly visible as their development is highly influenced by their environment and they are considering video games as an influential story teller for their generation (Bourgonjon et al., 2016). This may be the reason for the technological advancement that has motivated this particular vulnerable group to indulge in excessive video games. This dissuades the vulnerable group to take part in any type of extracurricular activities other than gaming (Jalink et al., 2014). As mentioned by Adachi and Willoughby(2017),this addiction is reducing the social participation of the children and younger people. In addition to this, the destructive video games are increasingphysical and verbal aggressionamong these people,which is affecting their moralities, values and increasing violence in the society (Velez et al., 2014).In the extensive studies about this behavioral change among the young generation, the critics have pointed out that frequent exposure to the violent video games in childhood, leads to display of aggression in life like spouse abuse and physical assaults(Nuic et al., 2018).Crimes, in particular mass shootings have been heavily influenced by violent video games as many real-world examples suggest. The shooter of the February 2014 Stoneman Douglas High School shootings in Florida had confessed being addicted to first-person shooter games. Further, the case of the 18-year old shooter of Munich in Germany also adds concern to the issue(Scutti, 2018). Through these games, the children are being given magnetic resonance imaging directly to the brains,which ultimately increases the emotion arousal factors anddecreasesthe activity in brain areas,which basicallyresults in inhibition, self-control and attention (Jalink et al., 2014).This scientific fact must be made public and parents should be made aware of the ill effects of the video games.Some of the video games send a negative message though the portrayal of large aggressive characters and promote destruction to be the answer of negotiation and petty matters. The generation therefore, has been imitating scenes from the games and applying in the real-life situationsas has been evident from the instances discussed in above sections.Their aggressive and violent behavior shows this.With changing time and progress of technology, video games are becoming more likereal life and engaging which is affecting the physical and psychologicalhealth of the victimsof the negative influence of video games (Zastrow, 2017).
Due to excessiveindulgence in the video game, the children stop taking part in the social activities or sports. This reduces their ability of communication and personal interaction and directly harmstheirstudies and reduces theirability to be creative (Granic et al., 2014). Addiction of video games affects the heath of the children. Obesity is one of the most important effects of video game (Zastrow, 2017).According to Calvert, Staiano and Bond (2013), obesity amongst children in the US between 6-11 years of age has “increased from 7% in 1980 to 20% in 2008”.Playing video games for longer duration, also hampers the sleep cycle of the individualsresulting in insomnia. As pointed out by Jalink et al. (2014) this ultimately leads to the hypoactive immune system affecting the growthofthe children. In addition to this, back pains due to sitting at a stretch for playing games is a common factor for the vulnerable groups, which though seem minor ailments initially, become deadly with the progress of time. This is also associated with the psychological health of the affected group. As mentioned before, the violence shown in the most popular games is reducing the emotions of the children preventing all including mental growth.They are becoming violent and aggressive. They are even insulting their parents and beating them up for minor family conflicts.It is indeed important to fix this.The generationaddicted by excessiveplaying of video games, suffer from bad relationships. However, these issues will be mitigated effectively if the video gaming companies make their games according to the guidelines which will affect the mind of the children less (Granic et al., 2014). The video game companies must fix standard rules that will lead them to build up such games effecting positively on the minds of the children.
According toGreitemeyer andMügge (2014),there are also positive aspects present in the video gaming process. Thesepositive sides must be promoted so that the ill effect of this type of addiction can be reduced.A study conducted by Markey, Markey and French (2015)has revealed thatcontrary to the popular belief, no evidence in the rise of crimes in the American society due to violent videogame addictions has been found.Videogames in fact exert a positive influence on children and younger people. Their reflex power and cognitive functioning have increased a lot due to their expertise in the video shooting games(Markey, Markey and French, 2015).Video games need perfectpsychological actions and accuracy that allow the players to make instant and smart decisionsin spit second. Moreover, they also remain ready for unexpected changes in the game. These aspects of video gaming are supported by the critics who also find out, the increased tolerance with destructive images reduces the cases of emotional dependency on others and children become mature in such cases(Markey, Markey and French, 2015). The gamers increase their abilities tosolve their own problemswithdeveloped strategy making abilities. As mentioned byGranic et al. (2014), thechildren playing the video games will surely live a better life as they will learn to take the several challenges and response to those challenges as well.With enhanced skills like multitasking, concentration and coordination amongst others from videogames, children will be able to overcome life challenges in the future, Granic et al. (2014) further assert.As the theory of incremental intelligence relates, some of the video games will help to increase their concentration or focus. This can be developed with time and effort thus the children get the ideal ground foracquiring such traits of thought (Nuic et al., 2018). The children get the opportunity to enjoy exceptionalvirtualreality that increases their creativity. Therefore, if utilized properly, the negative issues of video game can be transformed into positive ones and the generation along with society will be benefitted.
Therefore, video gaming has become one of the most important barriers of complete physical, mental and behavioral development among the children; there are some positive sides also which needs to be exploited so that the children can enjoy the gaming experienceinone hand and learn to balance their lives on the other. Despite these factors, it should be kept in mindalso that any typesof addiction areharmful hence the parents should control their children so that they do not become the victims of video game addiction.
References
Adachi, P. J. C., & Willoughby, T. (2017). The link between playing video games and positive youth outcomes. Child Development Perspectives, 11(3), 202-206. doi:10.1111/cdep.12232
Bourgonjon, J., Vandermeersche, G., De Wever, B., Soetaert, R., & Valcke, M. (2016). Players’ perspectives on the positive impact of video games: A qualitative content analysis of online forum discussions. New Media & Society, 18(8), 1732-1749. doi:10.1177/1461444815569723
Calvert, S. L., Staiano, A. E., & Bond, B. J. (2013). Electronic gaming and the obesity crisis. New directions for child and adolescent development, 2013(139), 51-57.
Granic, I., Lobel, A. M., & Engels, R. C. M. E. (2014). The benefits of playing video games.American Psychologist, 69(1), 66-78. doi:10.1037/a0034857
Greitemeyer, T., &Mügge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Personality and Social Psychology Bulletin, 40(5), 578-589. doi:10.1177/0146167213520459
Jalink, Maarten B., M.Sc., M.D., Goris, J., Heineman, Erik, M.D., Ph.D., Pierie, Jean-Pierre E.N., M.D., Ph.D., & ten Cate Hoedemaker, Henk O., M.D. (2014). The effects of video games on laparoscopic simulator skills. American Journal of Surgery, the, 208(1), 151-156. doi:10.1016/j.amjsurg.2013.11.006
Markey, P. M., Markey, C. N., & French, J. E. (2015). Violent video games and real-world violence: Rhetoric versus data. Psychology of Popular Media Culture, 4(4), 277.
Nuic, D., Vinti, M., Karachi, C., Foulon, P., Van Hamme, A., & Welter, M. (2018). The feasibility and positive effects of a customised videogame rehabilitation programme for freezing of gait and falls in Parkinson’s disease patients: A pilot study. Journal of NeuroEngineering and Rehabilitation, 15(1), 1-11. doi:10.1186/s12984-018-0375-x
Scutti, S. (2018). Do video games lead to violence?. Retrieved from https://edition.cnn.com/2016/07/25/health/video-games-and-violence/index.html
Velez, J. A., Mahood, C., Ewoldsen, D. R., & Moyer-Gusé, E. (2014). Ingroup versus outgroup conflict in the context of violent video game play: The effect of cooperation on increased helping and decreased aggression. Communication Research, 41(5), 607-626. doi:10.1177/0093650212456202
Zastrow, M. (2017). Is video game addiction really an addiction? Proceedings of the National Academy of Sciences of the United States of America, 114(17), 4268-4272. doi:10.1073/pnas.1705077114.
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