Topic > How Video Games Shape Younger Generations

In this essay we will discuss the use of violence in video games and how this type of media shapes and influences younger generations. We will evaluate main topics such as psychological aspects, well-being and examples of crimes or events that happened in the past. Aggression is seen as part of an emotional trait that occurs when a person is under stress, we will look at how the behavior can be learned and the effects on how video games might encourage violence in younger people. Say no to plagiarism. Get a tailor-made essay on "Why Violent Video Games Shouldn't Be Banned"? Get an Original Essay Video games have been around for a few generations, in October 1958 “Physicist William Higinbotham created what is thought to be the first video game” a game similar to the Pong video game released in the 1970s. The company has come a long way since then, video games have introduced more media to the consumer over the years with new ways to immerse the player in a new experience, now we have virtual reality where users can immerse themselves in the game, it comes with surround sound to make it as realistic as possible and give the user the illusion of being inside the game. This for younger generations could cause problems as children may have difficulty distinguishing between reality and virtual reality. From games like the grand theft car to where you shoot, stab, attack the public with weapons to the more innocent games like Pokémon. They are both violent in their own ways and encourage behavior from all players. Do children realize what they are watching and does this affect their mood? Losing in video games makes them more agitated and violent. Does playing these games for hours affect their brain development? Has video game violence played a role in the mass shootings or other horrific crimes we've witnessed over the years? We will discuss these topics in this essay. A much debated question is why younger children have access to violent video games. We see that alcohol and cigarettes are reserved for children, but we also see an age limit on every video game and legally shops cannot sell you certain games unless you prove that you are of the correct age, unless a parent has not given consent to this, then a minor child may obtain the game. This suggests that parents have a larger role in this as they allow their children to take part in violent video games even if they have no information about what the game is about, thus allowing children to witness the events. This suggests that this could influence a developing mind from a young age. Children will find it difficult to distinguish between real life and video games. We cannot completely blame the impact of violent video games on children, parents and guardians are also to blame. Mass shootings are becoming a major problem in America, and the particular concern these events cause could potentially be linked to violent video games. Some debate suggests that there is a correlation between violent video games and mass shootings among male audiences with a history of playing violent video games. Some examples given are Springfield, Oregon (May 1998), Oakland California (January 2003). The shooters in these mass shootings have had a history of playing violent video games, and the video games they tend to play shoot and kill other players, which may suggest that this led them down the path of their crimes. As we can see, violent video games can cause aggression, some examples of negative effects causedfrom violent video games include; can reduce empathy, players have shown reduced or no empathy in certain events that should have triggered empathy towards other humans. It also makes players not affected as much by blood, in most games you are rewarded for blood, for example the more damage you have done to a player, the better score you will get, which may suggest why some mass shooters they showed no remorse for their actions. Another example is that it does not provide children or young adults with a proper role model, we see that role models play an important role in the lives of people who helped them change themselves for the better. If young people grow up always being on a screen looking at a fake character made of pixels, they might consider that character as their role model, and in some cases this role model could be a criminal who kills in the game. This may be the cause of why some children grew up committing horrible crimes and why they were dehumanized by society. But despite this, it doesn't provide enough evidence to prove a direct correlation between violence in video games and mass shootings or other horrific crimes. committed by young people, if we look deeper into the problem we see that this system has a number of serious drawbacks, a large amount of mass shooters tend to be male and it is more commonly males who play video games, which suggests that a large sum of people who have played violent video games have never committed a crime. It is also known that males, especially in America, are the most likely to suffer or be affected by a mental illness, be it depression or anxiety, this and easy access to firearms should also be taken into consideration, we know that most of the horrific crimes committed by children or young adults had some type of mental issue and/or had an abusive childhood that contributed to them being dehumanized which then led to their actions. Additionally, young people may express their internal thoughts about violent video games and this may encourage them to commit horrible crimes, but it is important to ask how they got these ideas and is it a learned behavior from parents? As previously discussed, mass shootings have taken place are becoming increasingly prevalent in America and violent video games are the target of the blame. But we can't pinpoint video games as the cause of American shootings. Since video games are played all over the world, we only see more recurring mass shootings occur in America, which suggests that the American system and its gun laws are to blame, as Simon suggested. IR The following is a brief description of addiction, aggression and links to violent video games. We can see that video games can start as a habit and then be followed by an addiction and when we think about addiction, we think about the cause of the addiction (video game) to be eliminated or eliminated which leads people to become restless or even violent because of it . This can be started at a young age, especially now that we are the generation that is always glued to the screen, even children under 4 will have grown up with screens. This can alter the child's way of learning and can even develop later in life as a serious addiction. It can also lead to physical health problems such as back pain, aches and pains, and even mental health problems such as depression. In terms of the gaming world, video games encourage violence. They want players to kill other players and some are a lot.