Wednesday, May 8, 2019

Argumentative research paper on How Violent Video Games Have A

Argumentative on How Violent Video Games give birth A Negative Effect On Child Development and The Solution - Research Paper simulationInfamous events have produced broad debate regarding the negative effects of video crippled violence. For example, a interior(a) conversation ensued regarding what relationship video coarse-graineds had to the Columbine High School massacre in 1999 when two students massacred 13 and wounded 23 before committing suicide. Though many motivations were probably involved, it is non practically feasible to discover exactly what provoked these teenagers to gun down their schoolmates and teachers but lurid video games were and continue to be mentioned as a contributing factor. These two students had frequently reviveed Doom, a bloody and brutal firearms game which is employ by the U.S. military to instruct the armed forces how to kill with more effectiveness. To what extent this particular video game influenced the actions of these two high school s tudents has been debated since this tragic incident. The entertainment medium, it is generally accepted, is an enormously influential dynamic in everyones lives. What behaviors squirtren and adults consider appropriate comes, in part, from the lessons we learn from television and the movies (Huesmann & Miller, 1994). It is logical to expect video games, especially those that depict violence, will have similar and perhaps a more extensive effect on violent behavior. Currently, few studies exist which have comprehensively examines the connection between violent video games and violent actions by children. As video games are increasingly becoming more explicit and brutal as well as more widespread, additional research is needed concerning the effects on the easily influenced minds of the children who play them and a clearer explanation to parents of the risks associated with these violent games. Not everyone agrees that video games lead to violent behavior. For example, according to J ames Potter, the Bugs bunny girl and Roadrunner shows alone exhibited more instances of explicit violence than kids witness today during an good afternoon of playing video games. Watching violent acts, particularly those in the realm of make-believe, do not automatically translate to violent acts. When certain motives or cues occur in a childs real-life environment, the child will not be able to make the association between those cues and the image he or she saw in the media. Thus children go outm to be protected from an imitation effect because they do not understand the significance of violence as a tool for solving problems and do not see the utility in imitating it (Potter, 2002, P. 75). Children today as yesterday fully recognize the difference between cosmos and what they are seeing or experiencing on the television screen whether its a cartoon or game they are playing. There is currently no scientific data to conclusively tell whether or not playing a violent video game h eightens a childs energy for aggressive thought. When video games initially appeared about 35 years ago, they were basic and seemingly harmless. With the introduction of the game Pong, Atari pioneered the video game during the 1970s. Pong was the video game version of table tennis. In the 1980s arcade games such as Pac-Man and Asteroids were popular. The seemingly innocuous nature of video games markedly turned from cartoon-like ghost munching to intrepid violence in the 1990s. The most popular game of 1993, Mortal Kombat, featured accurate depictions of human-like characters engaged in bloody battles. The objective

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