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Video_Games_Harmful

2013-11-13 来源: 类别: 更多范文

By: Tyler Wiwchar Student #: 7679215 Instructor: Michael Grafton Word Count: 1,302 Date: October 20th, 2010 ARE VIDEO AND COMPUTOR GAMES HARMFUL TO A CHILD’S DEVELOPMENT ' In today’s world there are clearly identifiable activities that would be considered harmful to people’s development both physically and mentally such as engaging in additive habits (use of narcotics, gambling, and promiscuity) and risky illegal behaviors (gangs) as examples. Then there are those that are not so clearly defined, recognized or understood such as participation in violent video and computer games. Long term effects when playing violent video or computer games has not been extensively researched and effects are difficult to quantify. What complicates matters are societal influences such as social acceptance to play video and computer games, availability, assessment and rating of graphic content and family structures that may allow for more unsupervised video and computer game use. Therefore it becomes difficult to ascertain how much of an affect violent video and computer games may have. So why do some consider violent computer and video games harmful to a child’s development' Of the studies that have been conducted the visual depiction of graphic violence such as killing, shooting, stabbing and aggressive behaviors such as threats, and bullying can be linked to aggressive thoughts, actions and physical arousal (Barlett, C.P., Anderson, C.A. & Swing, E.L., 2008 p.377-403). These thoughts and actions are heightened when there is significant showing of blood and obvious rewarding of violent acts. It is felt exposure to these effects can negatively affect a child’s attitude to violence, cause a desensitization to violent acts, cause symptoms of attention deficit disorder and foster aggressive behavior due to lack of personal control and/or goals. Consequently these negative influences to a child’s development can be a factor to increases in youth crime as what is considered to be socially and morally correct has been tainted by the violence in the video and computer games. Video and computer games typically depict events that center on acts of violence such as wars or gang life. “Call of Duty ‘’ for instance is a war game with significant amounts of shooting and killing of people. This game or any other game that shows large amounts of shooting and killing can traumatize children and cause confusion as to who really is the bad guy or who is the good guy as it translates into real life people. Additionally these games can also lead children or young teens with the impression that it is alright to be able to shoot, beat or kill people as a means to solve things or settle a score. This reasoning can lead children or young teens into making decisions that are illegal and cause harm to others with possible significant consequences such as jail time. Parents or care givers should assess and monitor the video or computer game content rating (example: Mature, PG, Restricted) prior to their child’s or young teenager plays the game that may be too graphic for their age or capacity for reasoning and understanding. Children or teenagers typically play video and computer games at a friend’s place of residence as this is considered a means to socialize with their peer group and be socially accepted. Group game play and socializing is not a negative thing as it can develop social skills such as team building (pursuit of a common goal) and leadership (coordination of group get together). However, if not supervised viewing and playing of violent video and computer games as previously mentioned can cause aggressive behaviors (Barlett & Rodeheffer (2009) p. 223). If members of a group become aggressive the tone of the group dynamics can easily shift from positive to negative such as hurtful verbal exchanges, physical exchange (rough housing), and re-enactment of what is being seen (use of family gun, knife). What kids see in the virtual world such as games like “Call of Duty”, sporting events such as “UFC” or reality television shows “Police Men/Women of Dallas” make children want to play war, want to fight each other or shoot/kill cops and robbers. These violent images are giving children the wrong idea or impression about what they can do and can’t do. Of importance is it is unknown how much lasting effect there is with repeated viewing of these violent images and what can be the trigger for a child or young teen into doing what they have seen. Children or teenagers with repeated exposure to violent video or computer games can start acting like the characters that are portrayed in the virtual world. They start to envision themselves as the person in the game. By imitating the character (example: if the character was a thug or in a gang the kid would start being like a thug or try to get into a gang) they may adopt behaviors of that character into their real life family and social interactions. Actions such as harming people (example: fighting, stealing, and even shooting) and destruction of property (example: spray painting, arson) may evolve just to impress friends they hang out with or a gang they want to be a part. Research activities searching for effects of viewing and playing of video and computer games have revealed mostly negative impacts to a child’s development. This does not mean that there may be positive aspects. Some that have been put forward include improvement of visual attention, spatial relations (rotation and arrangement of objects), hand eye coordination, reaction times, social skills, friendships and self approval (well being). However the same research has revealed that some of the positive effects can be achieved with either non violent or violent games. Thus far there is more confirmed evidence for negative impacts than positive but more conclusive research is necessary (Barlett and Rodeheffer (2009) p.213). In conclusion it is apparent further study is required especially research that is empirically supported for either side (negative or positive) to accurately assess potential harm or benefit of video or computer games. To proactively protect against negative influences and possible adverse outcomes of viewing violent video and computer games (Quinlan, 2010, p.32). Some strategies for parents or designated care givers to consider the following: o Screen the content rating of the video or computer game o Prohibit video/computer games with depiction of graphic violence o Set playing time limits and monitor those limits o Ensure social interaction outside of video/computer game play o Maintain participation in other activities and involvement in family , school and friends as a main priority (video/computer games should not be a priority) By proactively setting limitations and actively engaging in what a child or young teen plays and views can open dialogue in what is or is not appropriate socially acceptable behaviors and mitigate risk. It is best to adopt a proactive rather than reactive approach when considering possible harm to a child’s development because by the time it is recognized there has been harm it may be too late. References 1) Barlett, Christopher P. Anderson, Craig A., and Swing, Edward L. (2008) Video game effects–confirmed, suspected, and speculative: A review of the evidence. Simulation & Gaming, 40(3):377–403. 2) Glynis Quinlan Australia.to NEWS/ Australian Business and World News (March 1, 2010) Gaming industry mirrors “big tobacco” in denial of violent gaming effects. Retrieved October 18th 2010. Retrieved from http://www.australia.to/2010/index.php'option=com_content&view=section&layout=blog&id=24&Itemid=222&limitstart=279. 3) Barlett, Christopher P. and Rodeheffer, Christopher. (2009) Effects of Realism on Extended Violent and Non Violent Video Game Play on Aggressive Thoughts, Feelings and Physiological Arousal. I choose these source references because they provided evidence identifying the link between graphic violence in video and computer games and harmful impacts to children as well as some positive impacts. What was revealing was that most positive effects were not well supported by empirical evidence which further supported my position statements in my paper.
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