Violent video games.
Games are really affecting children and i’d like to help show some problems and some solutions to that problem due to my research but violent games are affecting people mainly children by causing violent acts. Violent games are big problems that should be solved.
First games are showing too much violence towards women and looking more and more realistic. Video games has been really upgrading their graphics every year back then most games looked really fake and their wasn’t as much violence games as it is today technology are constantly improving and violent video game violence appears in things that you probably wouldn’t think it’s in like sport games other than that we know that violence are in fantasy and action games most popular games includes violence towards women, games like Grand theft auto “females are often portrayed as more passive and in need of rescuing (provenzo, 1992). Over 20% of the most popular games actually include violence against women” (Dietz, 1998). Parents should be aware of the messages they are sending children regarding video game playing also a solution for that is parents should be aware of the games their children are buying because “80% of today’s most popular video games contain violence. This has lead parents and other responsible adults to be concerned about the potential negative effects associated with playing such games has on children’s behavior” (Wood & Johnson, 2000). Violent video games also cause shootings it’s really bad to say because if you really think about it most people in the world plays first person shooting games or any type of violent games because that’s all that’s out there nowadays for example on June 10, 2014, armed with an AR-15 assault-style rifle, Jared Padgett, a 15-year-old freshman student, entered Reynolds High School and shot a 14-year old classmate and then himself with the same weapon. Inquiries into Padgett’s background uncovered the fact that he liked first-person shooter games according to (Jim Morrison) and Over the course of a decade in America, between 2002 and 2012, at least 28,000 children and teens, 19-years-old and younger, were killed with guns, with teenagers between the ages of 15 and 19 accounting for almost 70 percent of youth gun deaths in the country. While police in the U.S. carry close to 897,000 guns, American civilians own almost 270 million guns, and almost 20 percent of gun owners own 65 percent of the guns according to (Murphy, K. and Rubio, J. 2012.) american civilians should not have that many guns maybe that’s another reason other than games there’s so much violence people that have a license should be the only ones with guns, having easy access to guns with playing these violent games don’t go well together. A solution to children playing violent games could be making a rule that for certain games you must be the right age to play that type of game and you can’t buy it unless you have proof that you’re old enough such as an I.D. same way you have to be 21 or older to buy alcohol it should be the same way with games that would be a great solution even though it really wouldn’t even be a point to buy a game system since more than half the games contains violence but there’s this thing called ESRB which stands for Entertainment Software Rating Board parents should also be aware of this before getting their children games, ESRB is a self-administrative organization that appoints age and substance appraisals, upholds industry-received publicizing rules, and guarantees capable online security standards for PC and computer games in the Assembled States, Canada, and Mexico. Their rating system goes from E for all ages of players, T for those who are 13 and older, M for mature players which happen to be those who are the age 17 and up, and A for adults only This keeps those that are excessively youthful for the wrong material that is displayed in these diversions. from seeing these things. It additionally makes it illicit to offer minors recreations that they are not mature enough to purchase. For example a 7-year-old kid can’t purchase a M (17 and up) video game this keeps the kid from being presented to the executing that may panic the kid or hurt him as far as his mental advancement. This has turned out to be a smart thought with vicious computer game viciousness that has been declining in the United States because of it. Another reason for the brutal demonstrations against individuals is the missions in the games like the games are so stressful and hard and it just makes you so mad when you can’t pass that level after so many hours and that causes players to experience high pressure circumstances including the character and the player are put through. More often than not these missions call for demonstrations of viciousness to escape these unpleasant circumstances with enemy upon adversary pouring downward on you. “Numerous examinations have discovered a similar thing: A shot of savage gaming influences individuals to act somewhat more discourteously than they would something else, at any rate for a couple of minutes subsequent to playing.” (Carey, 2013) These upsetting circumstances that these games put their players through such as call of duty missions are an extensive reason for the player to look for an outlet for their developed adrenaline. A portion of these individuals look for criminal action or demonstrations of viciousness. A few examinations found that undergraduates who played fierce recreations contrasted with the individuals who played diversions loaded with peaceful subjects were more inclined to outrage. (Anderson, 2013) This is the reason the missions in the fierce diversions add to the vicious things that players do after they play these games. Playing these violent video games causes more bullying and fighting 60% of center school young men and 40% of center school young ladies who played no less than one Develop appraised (M-evaluated) game has hit or beat up somebody, contrasted and 39% of young men and 14% of young ladies who did not play M-appraised games according to (Craig A. Anderson and Wayne A. Warburton, 2012). The impacts of this steady assault of brutality toward players while playing these games is a negative one. Players frequently are numb to vicious acts that go ahead around them since they are utilized to it since it is exhibited to them so regularly in these sorts of diversions. There has been indicated a,”Decrease in sympathy” when individuals in these examinations had a drawn out time of playing those diversions (Shaw, 2013). This can be as basic as observing a colleague being beat up and chuckling while it is going on in light of the savagery that these computer games advance. This is a noteworthy issue since individuals don’t think like they normally would in the wake of playing recreations and are less touchy to the individuals who happen to associate with them. They regularly act inconsiderate or they can simply be plain mean to people around them. A solution is to ensure that guardians are educated about the impacts that these recreations have on kids. “The outcome of this mental impact is that individuals may frequently concur that media viciousness badly affects a few people, yet not on themselves. This reasoning prompts a denial of the general significance of the impacts from a general wellbeing point of view.” (Bushman,2013). This happens everywhere throughout the nation with our youngsters. They don’t understand the way that they likewise turn out to be extremely brutal and forceful and regularly carry on against their loved ones first. This is the reason guardians if educated can know the signs in their kids. The signs are as per the following: upheavals of anger not long after completing an amusement, not being as touchy about viciousness that goes ahead around them like giggling when somebody gets punched in the face for reasons unknown, and ending up more forceful in their regular exercises, for example, being more physical with kin or companions.
Violent video games.