As an avid video game player I am constantly being told that the games that I play are having a negative impact upon me. However, I fail to agree, if you are talking about the relationship between violence and video games then I think I am more than capable of making a link between fiction and reality. Therefore, I decided to do some research and finally come up with a conclusion (if there is one). Apart from the violent video games that lead to violent behaviour debate, I will draw attention to more examples of how children are affected both positively and negatively. Most violent video games are 18+ and most people who play these games are not old enough to play. Sometimes it is that the parents do not know the age rating of the video game, so you can't blame the games or their developers, but rather the parents that let it happen and don't care what their kids are doing, so I think that the parents should be careful when buying these games. But I don’t particularly think it is the parents fault as most of the people who play video games are teenagers and they are able to tell the difference between right and wrong. Most video games are addictive, which makes an impact on people’s behaviour as perhaps at home when someone are meant to be doing their homework or revision they are constantly thinking of playing that game with their friends. This causes them to rush their work and put little effort into their homework.
Research
With late stress over mass shootings and gun violence in the United States, one of the inquiries that always comes up is whether violent media promotes violent behaviour. This is something that is particularly essential to consider for guardians, as explicit content is common on TV and in films, on the web, and in some of the most well known kids' video games.
Despite the fact that the issue is regularly introduced as dubious in the media, there is pretty good evidence that exposure to brutal media makes children more violent. In one of the most well-known studies on this topic (published all the way back in the 1960s), researchers showed a group of young children (6-7) a video of an adult playing with an inflatable doll. In the video, the children watched as the adult sat on the doll, punched it in the face, hit the doll on the head with a mallet, and beated it repeatedly. After watching the video, the children were brought into a playroom with the same doll and lots of other toys. As predicted, the kids who watched the aggressive video imitated what they saw—they beat the doll with a mallet, and they punched and kicked it. What was most surprising was that the children found new and creative ways to beat up the doll, and they played more aggressively with the other toys in the room as well. In other words, children didn’t just imitate the aggressive behaviours they saw; seeing aggressive behaviours caused these kids to play more aggressively in general (Bandura, Ross, & Ross, 1963).
With the increase in mass shootings in America, this topic is always being studied and many studies have been done to prove whether or not there is a link between violent media and violent behaviour.
Researchers from Ohio State University brought pairs of 8- to 12-year-old children into a lab and showed them a 20-minute version of a popular PG-rated movie—either the Rocketeer (1991) or National Treasure (2004). In the edited movie, the children either saw that actual movie footage, which contained characters using guns, or they watched a version where the guns were edited out. They were then presented with a large room that contained various toys including Legos, nerf guns, and games. Not surprisingly, the children who watched the movie with the guns played more aggressively than children who watched the movie with the guns edited out, consistent with previous research.
But that wasn’t all; the study had a bit of a twist. The playroom also contained a closed cabinet, where in one of the drawers was a real 0.38-caliber handgun. The gun was not loaded, and it was modified so that it couldn’t fire bullets. It was also modified so that it kept track of the number of times the trigger was pulled hard enough that the gun would have gone off. The children weren’t told that there was a gun in the room, the researchers were simply interested in whether the children would find the gun on their own, and if they did, what they’d do with it.
Around 83 percent of the children in the investigation found the gun, and the vast majority of them played with it. Of the children who discovered it, 27 percent instantly offered it to the experimenter and the experimenter removed it from the room. Of the rest of the 58 percent of children who found the firearm, 42 percent played with it in different ways. importantly, almost none of the kids who watch
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