Why violent video games should be banned




















A literature review made by Quwaider et al. Of course, both positive and negative impacts will depend on variables such as the personality of individuals, how long they play for or how often or their emotional balance and sleep time.

By their turn, strategic games seem to be connected with resilience in the face of failure while puzzle and playing games enhance positive feelings, increase self-esteem and promote relaxation.

Hence, cooperative-based games , as well as prosocial and role-playing games have strong ties with social benefits. They reduce feelings of hostility, decrease cognitive aggression, increase cooperative behaviors and promote the quick learning of social skills. For instance, within sports games like FIFA or Fight Night Round , players can experience anxiety regarding the outcome of the game while feeling joy or pride in the end.

When it comes to racing games, playing Gran Turismo or Need For Speed can increase the chances of taking riskier real-life decisions in the pursuit of similar sensations players. In fact, a study by Draghici et al. Moreover, a study conducted on Norwegian teenagers showed video game addiction was positively linked with internal behavior problems like depression and conduct problems.

Another study found a significantly increased risk of depression among year-olds consistently playing and using their phones for texting and scrolling social media between pm and year-olds doing the same between pm.

According to the summary table from Quwaider et al, fighting games such as Tekken or Mortal Combat have a higher risk for hostile and aggressive behaviors. This is also the case with shooting games like Counterstrike or Hallo — the latter which can push for competitive inter-group or cooperative intra-group attitudes.

Other studies published on Media Psychology or Elsevier have also established links between the increase of external behavior problems — such as more aggressive and violent behaviors — with playing first-person shooters games and other types of violent games. The first study suggests aggressive cognitions and feelings occur independently of how technologically advanced the graphics are or the extent to which one feels immersed in the game.

The second study had opposite results as it concluded more realistic games led to more physically violent intentions. Further, multiplayer online role-playing games, often offering a more immersive reality, were found to be predictive of external behavioral difficulties like aggression or delinquency.

Another study also demonstrated that playing a game containing the realism behavior of death did not lead to increases in violent behaviors. It looks like without knowing in detail the type of game and the personality and history of gamer, drawing conclusions upon the impact is hard and can be misleading. Nonetheless, it seems hard to ignore the impact of video games on human behavior.

In this respect, Quwaider et al. There is, however, one thing that can be generically assumed: playing video games for excessive periods of time means spending one of our most scarce resources: time. Photo by Alexander Andrews on Unsplash. Log in and interact with engaging content: show how they matter to you, share your experience First Name. Last Name. See all.

Published at , February 4 th What are the consequences of playing video games? The World Of Video Games Video games can be defined as interactive electronic games that essentially aim to entertain players. Show how useful this article has been. The warring positions on the issue were judged closer to agreement than most think in a recent analysis.

One respected organization, the National Center for Health Research, a non-profit non-partisan organization that critiques medical research, leans in the direction of worrying about triggering lethal assaults. Such studies are difficult to conduct and require very large numbers of children.

It makes sense that since playing violent video games tends to increase the level of aggressive behavior it would also result in more lethal violence or other criminal behaviors, but there is no clear evidence to support that assumption.

That paper and many others stress that video game exposure is only one of many risk factors for aggressive behavior and violence. Various scholars point to such factors as racism and ethnic hatred, certain psychiatric disorders, adverse social environments, and easy access to guns and other lethal weapons, which may be the most critical factor of all.

Focusing on violent video games as the cause of mass shootings almost certainly distracts legislators and government officials from the pressing need to deal with more fundamental causes. It is a moral imperative for federal and state legislators, government officials, and all others concerned with lethal violence to confront the underlying problems and not take symbolic refuge in blaming violent video games.

Phil Boffey is former deputy editor of the New York Times Editorial Board and editorial page writer, primarily focusing on the impacts of science and health on society. He was also editor of Science Times and a member of two teams that won Pulitzer Prizes. The views and opinions expressed are those of the author and do not imply endorsement by The Dana Foundation. Higgins, Monash University. The chief risk in sharing data is that, if it escapes from the research realm or falls into the wrong hands, it can harm the individual whose data has been shared.

The Black Lives Matter protests have triggered an intense bout of soul-searching and frantic efforts to erase all vestiges of racism from institutions around the nation, including neuroscience. Sign up for monthly email updates on neuroscience discoveries, Cerebrum magazine, and upcoming events.

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Series: Opposing viewpoints series Unnumbered. Other Authors: Adams, Gloria G. Contents: The importance of Opposing viewpoints -- Introduction -- Can playing violent video games alter our behavior? Ferguson and Cheryl K. Subjects: Violence in video games.

Video games -- Social aspects.



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