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The Relationship Between Social Science and Video Games

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Most of the bad effects of video games because of their violence they contain. Thus children who play more violent and dangerous video games are more likely to have increased of aggressive thoughts, behavior, feelings and decreased in prosocial helping

The effect of violence video games in children is worsened by the games’ interactive nature. For the repeated cases of violence in video games, the child is in control of the violence and experiences in his own eye by killing, kicking, stabbing and shooting in games. Too much playing of violent video game will make the kid socially isolated. Some video games teach the children the wrong values. Violent behavior, revenge and aggression are rewarded.

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This enhanced thinking was not found when playing other types of video games, such as puzzles or role-playing games. Playing video games may also help children develop problem-solving skills, the authors said

The more adolescents reported playing strategic video games, such as role-playing games, the more they improved in problem solving and school grades the following year, according to a long-term study published in 2013. Children's creativity was also enhanced by playing any kind of video game, including violent games, but not when the children used other forms of technology, such as a computer or cell phone, other research revealed. Simple games that are easy to access and can be played quickly, such as "Angry Birds," can improve players' moods, promote relaxation and ward off anxiety, the study said. "If playing video games simply makes people happier, this seems to be a fundamental emotional benefit to consider," said Granic. The authors also highlighted the possibility that video games are effective tools for learning resilience in the face of failure. By learning to cope with ongoing failures in games, the authors suggest that children build emotional resilience they can rely upon in their everyday lives. Another stereotype the research challenges is the socially isolated gamer. More than 70 percent of gamers play with a friend, and millions of people worldwide participate in massive virtual worlds through video games such as "Farmville" and "World of Warcraft," the article noted. Multiplayer games become virtual social communities, where decisions need to be made quickly about whom to trust or reject and how to lead a group, the authors said. People who play video games, even if they are violent, that encourage cooperation are more likely to be helpful to others while gaming than those who play the same games competitively, a 2011 study found.

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The gamers who “played M-rated games, commonly adolescents, were found to be more likely to be reported for bullying other members in the school community”. Sadly these negative outcomes are real as they are affecting our children’s behavior in schools, therefore creating more violent and troublesome youth within the wider community. The aspect of video games that is of most interest for this investigation is the content due to the fact that the violent content exposed to users can potentially be a factor which leads to aggressive outcomes (Gentile, D.A, Lynch, P.J, Linder, R.H & Walsh, D.A, 2004). Although current researchers conclude violent affects, Dr Anderson himself describes the relationship between games and aggressive behavior as similar to that between smoking and cancer. This comparison illustrates the idea that exposure to violence in video games may not always necessarily lead to aggressive outcomes; likewise smokers do not always develop cancer. Nevertheless, the chances of video games causing violent behavior in adolescents are increased dramatically. The negative effects of violent video games are evident in a recent study which involved adolescents playing two different games for 30 minutes. The researchers divided a group of 44 adolescents into two groups and randomly assigned the children to play one of the two games; the first being the high-octane “Need for Speed: Underground”, and the other the ultra-violent first-person shooter “Medal of Honor: Frontline”. Following the gaming session the children were given MRI’s (Magnetic resonance imaging) of their brains. The scans revealed that the adolescents who played “Medal of Honor”, as a result of the exposure to “violent and destructive scenes, showed an increase in emotional arousal and a corresponding decrease of activity in brain areas involved in self-control, inhibition and attention” (McCain, J., 2000).

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In brief, apart from such negative effects, there are positive effects like development of resources management skills and how to use limited resources. Interactive nature of computer games helps to create a feeling of presence. Moreover, special education skills have benefited from educational games such that instructional techniques have become more engaging as more skills are developed. Thus, it shows that video and computer games have both positive and negative effects

They are like a double edged sword that cuts on both sides.

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Barlett, C. P, Anderson C.A, Swing, E.L (2008). Video Game Effects- Confirmed, Suspected, and Speculative: A Review of the evidence’, Simulation Gaming, vol. 40, pp. 337, retrieved on 25 August 2009.

Gentile, D.A, Lynch, P.J, Linder, R.H & Walsh, D.A (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance’, Journal of Adolescence, vol. 27, pp. 5-22, retrieved on 11 November 2009.

McCain, J. (2000), The impact of interactive violence on children. Committee on commerce science, and transportation United State Senate, retrieved on 20 July 2010.

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