Parents definitely worry about their children playing too many video games especially violent video games. This is because violent video games usually include many acts of violence, such as shooting, fighting, and killing. Indeed, many parents some may worry about violent video games will affect children’s behavior. However, playing violent video games is not bad for children because it will not negatively affect their behavior. Video games do not only adhere to violence, but also include many other educational and helpful information that benefit society. The articles “Violent video games and young people” by Harvard Medical School and “Violent Video Games as Exemplary Teachers: A Conceptual Analysis” by Dr. Douglas A. Gentile and J. Ronald Gentile argue that playing violent video games does not affect children negatively. Although some believe that playing violent video games is not good for children, in reality, through proper parental supervision, children can use video games to improve cognitive skills.
Opponents of violent video games believe playing violent video games causes aggressive behavior in children, but this not necessary true. According to “Violent Video Games Affecting Our Children” by Vessey, Judith A., and Joanne E. Lee., “…the boundary between fantasy and reality violence…can be very blurred for vulnerable children. Kids steeped in the culture of violence do become desensitized to it and are more capable of committing it themselves” (2).
... been conducted on interactive video games, evidence suggests that playing violent video games may have a more dramatic influence on the behavior of children and adolescents (Joint ... to make decisions affecting the actions of the character they are imitating. After a limited amount of time playing a violent video game, a player ...
While this argument may be true, the real issue corresponds to the problem of “Vulnerable” children; Vulnerable children are a group of children, who playing violent video games without a responsible adult around. Since children do not have enough knowledge to define the absolute right and wrong of violence, they may bring violence into real life. As Vessey, Judith A., and Joanne E. Lee. state, “following the Columbine High School shootings…President Clinton and the first lady addressed ‘children, violence and marketing’” ( Vessey 2).
Their remarks indicate that the Columbine High School shootings and Clinton’s address can be nailed down to violent video games. Many opponents also argue that the cases of young adults committing school shooting are a result of model aggression in games. They believe playing violent video games can increase aggressive behaviors and that may lead to uncontrollable hostile thoughts and confusion between fantasy and reality; and there by, this makes the children bring fantasy violence into reality. The opponents believe violent video games are an important factor that make children going to become a school shooter. Unfortunately for opponents, most academics do not support their side because parental attention can help avoid all those problem. Indeed, video game violence can actually open an opportunity for parents and children to speak about violence.
Children playing violent video games need parent’s explanation and guidance through games that lead to children’s positive behaviors and emotion. Harvard Medical School states “video games share much in common with other pursuits that are enjoyable and rewarding…parents can best protect their children by remaining engaged with them and providing limits and guidance as necessary” ( 3).
Parents should spend time playing video games with their children because this can help parents teach their children to understand the link between fantasy and reality violence; also, this monitoring guides them towards positive behavior in real life. For example, they can teach their children by telling them real violence is a crime, and that it is forbidden to real world. In addition, because they cannot take this action in real life, one of the reasons for people to create violent video games is to release aggression, and thus address violent behavior healthily.
... violence solve problems or create them? Just asking children how they feel after watching a violent TV show, movie, music video or a playing a violent video game ... as a whole, has glorified this violence so much that violent movies, music, video games and websites are viewed as normal, ... the amount of time your children spend in front of the T. V. or playing video games, etc?" Julia-"Yes I try and ...
According to Vessey, Judith A., and Joanne E. Lee., they says “Proponents of games frequently espouse the belief that games help youth deal with pent-up feelings of aggression and hostility” (2).
Many people also believe playing violent video games are helping children to learn and understand the feelings of aggression and hostility. Nevertheless, parents have to make an effort into guiding their children and the more time they spend with their children the more closer they can get. After parent’s monitoring and guiding of children playing violent video games can let them better understand the difference between of reality and fantasy, but also open opportunities to address similar rather involving violence, hostility, and aggression.
Playing violent video games not only can make children have positive behavior, it also improve children’s cognitive skills because those games include many educational sources and require many kinds of cognitive skills. Dr. Douglas A. Gentile and J. Ronald Gentile says “Video games use at least seven of the pedagogical techniques that educational psychologists know make for excellent learning…video games are excellent teachers, both of educational content and of violent content” (13).
Children can learn a lot from video games and it can consider as their excellent teachers. There are many violent video games that require math, history, language, or movement skills.
Playing those video games can increase children’s knowledge, for they have to solve a simple puzzle logic in order to get to the next stage of the game. In another example, a game may requires the shooting of ten criminals; during the shooting kids are using math to count the criminals, but also strategizing movement. Also, some foreign language may be in the violent video games, like “Help!” in another language; this can advance the children with multi-language skills. Violent video games help students use their knowledge and make positive use of it in different situations. Playing violent video games is not bad for children because they can learn and enhance skills that apply to the real world.
Violent video games affecting children Video games around the world have become immensely popular, a multi-billion dollar industry. An industry which revolves around the wants and desires of children and teens. An industry with a creation of unique entertainment like no other. An industry that continues to grow rapidly. Hours and hours are spent each day by youths playing these games, but are they ...
All in all, violent video games are not going to affect children’s behavior negatively. However, many opponents believe violent video games can increase children’s aggressive behaviors with the confusion of fantasy and reality, but it is the parent’s job to monitor them. Those video games teach them positive strategies for conflict resolution. If parents does not take responsibility of their children, this may probably affect the children and ruin their future.Violent video games actually can increase children’s knowledge in many different areas. Violent video games are not bad for children, so do not be afraid to let them play and try to play with them.
Vessey, Judith A., and Joanne E. Lee. “Violent Video Games Affecting Our Children.” Pediatric Nursing 26.6 (2000): 607. Academic Search Premier. Web. 22 July 2013. “Violent Video Games And Young People.” Harvard Mental Health Letter27.4 (2010): 1-3. Psychology and Behavioral Sciences Collection. Web. 22 July 2013. Douglas A. Gentile., and J. Ronald Gentile. “Violent Video Games as Exemplary Teachers: A
Conceptual Analysis.” J Youth Adolescence (2008) 37:127–141 Web. 27 July 2007