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Video Games Affect Everyone, like It or Not

Essay by   •  November 18, 2014  •  Essay  •  907 Words (4 Pages)  •  1,329 Views

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Video Games Affect Everyone, Like It or Not

The different types of video games have evolved drastically overtime. Beginning with the simple joysticks and advancing to the consoles of Atari, Nintendo, PlayStation, Xbox, Wii, and Kinect. But one can only wonder if the advancements are having a more prominent impact on young individuals who play these games. Are the games affecting these children in more ways than merely adding to entertainment? The controversy over this topic has been researched on many occasions, resulting in a direct link between young children's participation in video games and their behavior in times of conflict. Studies show that a child's aggression, deductive reasoning skills, and concerns with self-preservation in troubled times are affected by these games. While some may be beneficial and others not, it is enough evidence to conclude that video games have a major impact on a child's decision-making process and the development of his or her character.

Even as babies, humans base their reactions and attitudes off those they witness around them. Just as an adult snaps back in a sarcastic tone when a rude comment is made, young children tend to replay the interactions they see from other individuals (Anderson, Bushman 355). Whether the attitude influences come from that of people surrounding them or types of media being presented, a form of repetition occurs and is instilled within the child (Anderson, Bushman 355). Many video games are currently based along the lines of violence and involve that of weaponry and the act of mass murdering. Although thrilling and adventurous, the thought of these negative characteristics of aggression potentially becoming everyday influences for young children would cause skeptical thoughts. Those individuals choosing to take part in violent and aggressive games are more apt to become like that of their video game role models (Carnagey, Anderson 888).

Just as certain nonviolent games help to increase the logical thinking of the players, some violent games can do the same (MacKenzie 518). No matter what type of game it is, a productive game is one that forces the player to use deductive reasoning as strengthens his or her mind. While reacting to situation in the game where an individual's "life" is as stake, the player is also gaining the ability make quick decisions in somewhat realistic instances that combine both the necessary reasoning necessary in life and the enjoyment of a video game (MacKenzie 518). Video games such as Gears of War, and Spore have major components within them that focus mainly on biological aspects (MacKenzie 518). Gears of War focuses on an invasion of locusts and their adaptations while they attempt to take over the planet, forcing the player to understand all parts of the adaptations in order to help stop their advancements and save the planet (MacKenzie 518). Spore allows the player to make evolution and adaptation decisions to try meet the demands of the ever changing world (MacKenzie 518).

A study completed by Brad E. Sheese and William G. Graziano provided evidence to the idea that a "fin for yourself" type of thinking occurs when conflict with self-preservation arises. The study allowed forty-eight participants to make several choices about a video game before actually starting the game in order to determine the

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