Thursday, June 20, 2019

Effects of Video Games Upon Children and Their Behavior in the Real Research Paper

Effects of Video Games Upon Children and Their Behavior in the Real look in the USA - Research Paper ExampleHowever, despite providing jobs and improving the economy, parents and organizations are concerned about the vast negative effects it has in the American society. Organizations such as the American Academy of Child & Adolescent Psychiatry and the American Academy of Pediatrics state that, vulnerability to violent media, such as moving picture games, can lead to real-life destructive behavior and harm minors in other ways (Violent Video Games and Young People, Harvard.edu). 2. Types of Video Games in that respect are eight main categories of video games namely action, adventure and role playing, arcade, strategy, simulation, driving and puzzle. a. Action They are characterized by excessive violence and are largely fast-paced. Majority of mature-rated games fall under this category so they are not appropriate for children. Mild games in this category defy suggestive themes. These games may bear witness a human being against another human being or a human being against an alien or an animal (Caruana, V., Caruana, C., and Bruner, focusonthefamily.com). b. Adventure and mapping Playing These games contain an element of fantasy. They are less violent and less graphic than action games. However, they do contain some level of violence. c. Arcade Games in this category range from being violent to classic. d. Strategy These games require the making of tactical movements by the players. They have no violence making them suitable for children scarce they are quite difficult to play. e. Simulation Games in this category mainly consist of aircraft simulations. Majority of their themes revolve around destroying enemies. f. Driving Most of these games involve racing, however, in that respect are a few that are mission-based. Players initially choose car, and with time, they derive better and better... This report approves that the impact of exposure to violence in games has become a matter of concern. According to statistics, majority of American teenagers own their own computer or video games and spend approximately five to thirteen hours a calendar week playing these games.This essay makes a conclusion that video games have a prominent place in the culture of the United States. With the passing of time, video games have evolved in many ways. Today, they come with a range of categories from the most violent to the harmless. However, all these games carry some level of harm that mainly depends on the gist of time spent playing them. This has led to concerns about potential harms and effects in the usage of video games. Despite having a effect of benefits, the use of video games has been found to contain vast negative effects. Consequently, federal and state laws have been formulated to turn back these harmful effects and especially on children and teenagers. Parental control is essential to decrease the negative effects of video games on minors. Parents should therefore keep a closer eye on the kinds of video games their children play. Controlling the number of hours children and teenagers spend playing video game is also a positive step towards controlling their harmful effects. It is not clear how inappropriate video games get to inappropriate audience in the United States. Therefore, there is need for more reviews, tougher laws and censorship to control this.

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