The harmful influence of violent video games. Corrected final draft
THE HARMFUL INFLUENCE OF VIOLENT VIDEO GAMES
First, violent video games provide an environment for learning and practicing aggressive solutions to conflict situations. In these games, it is a constant to find guns, bombs, murders, and violent stuff. As a consequence, aggressive thoughts, feelings and behavior are increased in children. So, their reaction to things that they don’t like is different. They act angrier, and have less patience, in a similar way as the character that they represent in the game. According to Dr. Anderson, a psychologist who studies the effects of violent video games in the labs and in real life, "In the short run, playing a violent video game appears to affect aggression by priming aggressive thoughts. Longer-term effects are likely to be longer lasting as well, as the player learns and practices new aggression-related scripts that can become more and more accessible for use when real-life conflict situations arise" (Journal of Personality and Social Psychology). The groups that defend these kinds of games say that children with a strong personality should be able to not let video games have influence in their life. However, how much stronger can the personality of kids be? They are only in the stage of formation, and need good influences and to be guide. Maybe an adult is able to decide how to act, but a young person has not lived enough, and has not experienced enough to have a well-built personality and not be influenced by the media personality.
Second, violent video games make people become less sensitive to violence after a while. Kids who play video games daily in some way they will think that violent acts are normal. Dr John Murray, a professor at Kansas State University says, “In other words, you get so used to seeing violence that you eventually think it's not such a big deal” (Children and Television). But others psychologists think that even if this theory is true, parents and teachers are the biggest influence in kids’ life, and the education that they give is the most important in the formation of the child. However, actually some parents do not have enough time to be with kids, and the education of the school is not always influent in kids’ life, because they are who decide who they listen and who not. So, if parents are not present to guide children, and explain that what they do in games is not the right thing, kids could think that killing is normal, or that it’s not so bad.
Finally, if you watch lots of violence, you may start to think the world is a bad place. In the natural growing process of a child, the general perception was to think that world is a safe place to life, and they used to be too trusting. But, the influence of violent video games distorts a child’s perception of the real world as violent and fearful. So, kids will grow up viewing the world as violent and dangerous. This is known as the “mean world syndrome.” Some people could say that the real world
is violent, and kids deserve to know the truth. They say that the solution for the violence is not to deny the real situation. This thought is true, humans needs to accept the reality, but it’s also true that games should be a media to change this situation. It should motivate kids to act different than killers, thieves, and the bad people of this world.
In conclusion, games should be for fun, not for violence. It is horrible to link fun with violence, and this situation has to change. With violent video games, kids having fun by killing people, and studies show that this has a harmful effect, in the short and long term. So, these kind of games should not exist, or at least, should be not allowed for people younger than 18, that are not ready to differentiate between reality and fantasy, or can recognize this difference, but is easy to be influenced in a bad way by these kinds of games. Prevention is better than regret. It is necessary to stop violence of the real world and also of the fantasy.
WORKS CITED
Anderson, Craig. "Video games and aggressive thought, feelings, and behavior in the laboratory and in life”. Journal of Personality and social Psychology. February 2000: 772 - 790.
Murray, John. “Children and Television: using TV sensibly”. Extension Bulletin. March 1995. <http://www.johnmurray.org/c&t.htm>. 22 April 2006.
