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Video games have become a global phenomenon, and one title that has particularly dominated the scene is the Call of Duty series, now spanning nine installments. The allure of games involving shooting and other violent actions, like Call of Duty, is undeniable. While these games are crafted to be highly engaging, there is a growing concern about their impact on players, especially children. On one hand, game developers invest significant effort in making these experiences attractive; on the other hand, they often tap into individuals' psychological desires for strength and success, potentially leading to unfavorable consequences.
Adults engaging in these games can usually distinguish between the virtual world and reality. However, the same cannot be said for children, who are more susceptible to negative influences. It is imperative to take a stance against violent video games, particularly to safeguard the well-being of children. Over the course of video game history, researchers, including Schaffer, have delved into the relationship between violent video games and the escalating levels of aggression.
Schaffer's essay, "Don't Shoot: Why Video Games Really Are Linked to Violence," presents three key research findings on this subject. The first study suggests that children deeply immersed in violent video games are more prone to physical fights, confrontations with teachers, and the display of heightened anger and hostility (Page 162). The argument posits that these games have the potential to corrode the cognitive processes, making children more emotionally charged and aggressive. The immersive nature of such games may lead to increased levels of violence in behavior.
The second study, according to Schaffer, reveals that children who engage more with violent video games tend to undergo changes over the school year, becoming more verbally aggressive, physically aggressive, and less inclined to offer assistance to others (Page 162). This shift in behavior indicates a potential link between exposure to violent video games and a decline in empathetic responses. The desensitization caused by these games may contribute to a lack of sympathy and increased suspicion towards others.
The third study takes a distinctive approach, comparing the behavior of individuals playing violent and nonviolent games. The research suggests that participants who transition from playing a violent game like Wolfenstein 3-D to a nonviolent game like Myst are more likely to behave aggressively towards losing opponents (Page 162). This implies that exposure to violence in gaming can spill over into real-world behaviors, impacting how individuals interact with others.
The development of technology, particularly in the gaming domain, appears to pose risks to children. As games become more realistic, there is a concern that children may carry the emotional effects of virtual violence into the real world. In essence, playing violent video games may lead to a desensitization towards violence. This phenomenon is not exclusive to children; even adults may find themselves influenced by the vivid and detailed depictions of violence in games, novels, movies, or other violent media. The more lifelike the portrayal, the easier it is to imitate, and this extends beyond children, affecting societal behavior on a larger scale.
A stark illustration of this influence can be observed in the increasing strength of aggression in a nation as significant as the United States, alongside a rising crime rate in cities. Individuals who lack self-discipline are particularly vulnerable to these influences. Incidents of individuals attributing their criminal acts to the influence of video games, and crimes aligning with game content, are becoming more prevalent, especially among teenagers. This correlation raises concerns about the adverse effects of violent video games on individuals, particularly children.
Analogous to the cumulative impact of smoking on the risk of lung cancer over time, prolonged exposure to violent video games may have a cumulative effect on aggressive behavior. Schaffer acknowledges the flaws in each research approach, emphasizing the challenge of fully explaining the complex relationship between violent video games and children's behavior (Page 162). While no single study can conclusively prove that violent games turn children into psychopathic killers, collectively, the research suggests a true relationship between exposure to violent video games and increased aggression.
It's crucial to recognize that, despite the advantages that video games offer, such as social interaction and rich extracurricular ex
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