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Times when children would spend their entire free time playing with peers in the streets have mostly gone. Modern children and teenagers prefer calmer forms of entertainment, such as watching television, or in a large degree, playing video games. Although video games can contribute to a child’s development, many of them, unfortunately, are extremely violent. Moreover, games propagating murder and violence, such as Mortal Kombat, Outlast, Grand Theft Auto, and so on, are popular and are being advertised everywhere, making teenagers willing to play them; the fact that they are marked by the ESRB (Entertainment Software Rating Board) does not help much. However, considering the nature of such games, they should not be allowed for teens to play.

For the human brain, there is no big difference between a real-life situation, and an imaginary one; this is why we get upset even if we think about something unpleasant. For children and teens, who usually have a rich imagination, everything is even more intense. Virtual experiences for them may feel as real as daily life; this happens due to advanced technologies, making computer graphics look extremely close to reality, and also because players take a first-person role in the killing process (often with the view “from a character’s eyes”). If they would passively watch a violent game, it would make less harm than acting as a character who makes progress through a plot by murdering people and destroying what is in the character’s path. This situation is negative, as a child’s or teen’s brain forms new connections every day—they actually learn and memorize what is going on in their favorite games ( HuffingtonPost ).

Moreover, violent games directly reward violent behavior; many modern games do not simply make make players kill virtual reality characters of other players online, but also grant them with scores (experience) or points for successful acts of violence. These points are usually spent on making a player’s character even more efficient in killing, unlocking new cruel ways of murdering, and so on. Sometimes, players will be even praised directly, verbally; for example, in many online shooters, after conducting a killing, players hear phrases like “Nice shot!” encouraging further violence. This is much worse than watching TV, as TV programs do not offer a reward directly tied to the viewer’s behavior, and do not praise viewers for doing something anti-social ( ITHP ).

According the American Psychological Association, violent video games increase children’s aggression. Dr. Phil McGraw explains, “The number one negative effect is they tend to inappropriately resolve anxiety by externalizing it. So when kids have anxiety, which they do, instead of soothing themselves, calming themselves, talking about it, expressing it to someone, or even expressing it emotionally by crying, they tend to externalize it. They can attack something, they can kick a wall, they can be mean to a dog or a pet.” Additionally, there’s an increased frequency of violent responses from children who play these kinds of video games ( Roanna Cooper ).

Unfortunately, many modern games incorporate violence. Having youth play these video games are dangerous, as teenagers and children usually take a first person role in the killing process, and even get rewarded or praised for doing so. According to numerous studies, this leads to an increase of aggression in them.

John, Laura St. “8 Ways Violent Games Are Bad for Your Kids.” The Huffington Post. TheHuffingtonPost.com, n.d. Web. 09 Apr. 2015.

“The Effects of Violent Video Games. Do They Affect Our Behavior?” ITHP. N.p., n.d. Web. 09 Apr. 2015.

“Children and Violent Video Games.” Dr. Phil.com. N.p., n.d. Web. 09 Apr. 2015.

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Essays About Video Games: Top 12 Examples and Prompts

Video games have revolutionized the way we have fun today. If you are writing essays about video games, check out our guide to inspire your writing.  

Few can contest the fact that video games have taken over the world. From the basic, almost “primitive” games of the 1970s like Pong to the mind-bending virtual reality games of the 2020s, they have been a source of entertainment for all. Moreover, they have proven quite profitable; countries like Japan and the United States have made tens of billions of dollars solely from the video game market.

Despite their popularity, much has been debated over the potentially harmful side effects that video games may have, particularly on children. One side argues that playing certain video games can lead to people exhibiting violence in the future, while others believe that video games teach players essential life skills. Regardless, they will continue to be a part of our lives for the foreseeable future. 

For engaging essays about video games, read the essay examples featured below for inspiration.

1. What electronic games can teach us by Kendall Powell

2. designers are imagining video games without guns by keith stuart, 3. playing video games all summer won’t make you feel worse by nicole wetsman, 4.  violent video games bad by andrea newman.

  • 5. ​​The health effects of too much gaming by Peter Grinspoon

Writing Prompts For Essays About Video Games

1. video games: good or bad, 2. the benefits of video games, 3. what is your favorite video game, 4. do video games cause people to become violent, 5. video games in your life, 6. video games vs. traditional games, 7. is the video game rating system enough.

“In other studies, researchers found that gamers who trained on Tetris were better at mentally rotating two-dimensional shapes than those who played a control game. Students who played two hours of All You Can E.T., an educational game designed to enhance the executive function of switching between tasks, improved their focus-shifting skills compared with students who played a word search game.”

Powell explains a few possibilities of applying video games to education. As it turns out, certain video games can improve players’ skills, depending on the mechanics. Researchers are inspired by this and hope to take advantage of the competitive, motivational nature of gaming to encourage children to learn. New games are designed to help kids improve their focus, coordination, and resilience, and game designers hope they will succeed. 

“Imagine a game where you’re a war reporter seeking to capture the most iconic, representative images in a battle environment: You’d still get the sense of peril that audiences expect from action adventures, but your relationship with the environment would be more profound. It would be Call of Duty from the perspective of a creative participant rather than a violent interloper.”

The graphic nature of some video games is said to make kids violent, so it is only natural that some creators try to change this. Stuart writes that it is possible to maintain the fun that shooter-type games induce without using guns. He gives examples of games where you do not kill your enemy, simply stunning or capturing them instead. He also suggests photography as an alternative to killing in a “shooting” game. Finally, he suggests basing video games around helping others, making friends, and doing more peaceful, creative tasks.

“Any role video games play in skewing well-being that did pop up in the study was too small to have a real-world impact on how people feel, the authors said. People would have to play games for 10 more hours per day than their baseline to notice changes in their well-being, the study found.”

Wetsman counters the widespread belief that video games “destroy your brain.” Research done with a sample of 39,000 players over six weeks has shown that whether one plays video games for long or short periods, their mental health is not impacted much. There are some exceptions; however, there are not enough to conclude that video games are, in fact, harmful.

“Some people believe that the connection between violent games, and real violence is also fairly intuitive. In playing the games kids are likely to become desensitized to gory images;which could make them less disturbing, and perhaps easier to deal with in real life. While video games aren’t about violence their capacity to teach can be a good thing.”

In her essay, Newman writes about the supposed promotion of violence in some video games. However, she believes this violence does not cause people to be more aggressive later. Instead, she believes these games expose children to certain atrocities so they will not be traumatized if they see them in real life. In addition, these games supposedly promote connections and friendships. Finally, Newman believes that these “harmful” can make you a better person.

5. ​​ The health effects of too much gaming by Peter Grinspoon

“Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes. Simple education around taking breaks, stretching, eating healthy snacks, and resting and icing your thumb, wrist, or elbow when it starts hurting can address injuries early, before they become significant. For the eyes, gamers can try the 20-20-20 rule: every 20 minutes, try to look at something 20 feet away for 20 seconds.”

Grinspoon discusses both the benefits and the health risks of gaming. Video games allow people to interact with each other remotely and bond over specific missions or tasks, and some research shows that they have cognitive benefits. However, some gamers may develop vision problems and hand and wrist injuries. Gaming and “staring in front of a screen the whole day” is also associated with obesity. Overall, Grinspoon believes that gaming is best done in moderation.

Looking for more? Check out these essays about hobbies .

Many parents believe that their children’s “bad behavior” is because of video games. Based on your experience and others, decide: are video games good or bad for you? Make sure to read viewpoints from both sides and write an essay based on your position. Would you encourage others to play video games? Discuss these pros and cons for an interesting argumentative essay.

Like anything else, video games have both positive and negative aspects. Explain the good that video games can do for you: the skills they can equip you with, the lessons they can teach, and anything else. Also, include whether you believe their benefits outweigh the disadvantages they may pose. 

For your essay, write about your favorite video game and why you chose it. What is its meaning to you, and how has it affected your life? Describe the gameplay mechanics, characters, storyline, and general impact on the gaming community or society. You can write about any game you want, even if you have not played it; just ensure the content is sufficient.

Many claim that playing violent video games can make you violent in the future. Research this phenomenon and conclude whether it is true or not. Is the evidence sufficient? There are many resources on this topic; support your argument by citing credible sources, such as news articles, statistics, and scientific research.

Video games have been a part of almost all our lives. Recall a treasured experience with video games and explain why it is significant. How old were you? Why do you remember it fondly? How did this experience make you feel? Answer these questions in your own words for an exciting essay.

Essays About Video Games: Video games vs. Traditional games

There are stark differences between video and traditional games, such as board games and card games. For an engaging essay, compare and contrast them and write about which is more entertaining, in your opinion. Be creative; this should be based on your own opinions and ideas.

The video game content rating system is used to classify video games based on their appropriateness for specific ages. However, parents complain that they are not strict enough and allow the display of violent content to children. Explore the criteria behind the rating system, decide whether it needs to be changed or not, and give examples to support your argument.

If you are interested in learning more, check out our essay writing tips !

Tip: If writing an essay sounds like a lot of work, simplify it. Write a simple 5 paragraph essay instead.

good hook for violent video games essay

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Effects of Video Games Essay

Introduction, school performance, effects on social relationships.

The society has been immensely influenced by the technological changes, which are reshaping some of the activities. The emerging technologies in one way or another have affected every member of society, irrespective of age.

Video Games have had the greatest influence on the lives of children. Children no longer appreciate the outdoor games as was before, as most of their time is spend indoors playing video games.

Although this trend may have a positive impact on the lives of the concerned children as far as their knowledge of computer is concerned, there are various negative impacts.

Various educationists have confirmed that outdoor plays are very important to the development and growth of children.

It helps them develop socially as they meet with their friends and learn to share discussions, get involved in physical activities and develop physically through such games. The paper talks about some of the negative effects of computer games (Finkel, 1995).

It is established through research that computer games do not help children grow academically. In fact, computer games contribute to inactivity of body cells, which might lead to oversight hence causing diseases such as hypertension and diabetes.

Moreover, indoor games contribute to poor academic performance among students because most of the time is spend on useless games that do not offer any academic lessons.

Lastly, computer games lead to the development of antisocial behavior whereby a student is not interested in interacting with his or her peers.

Available literature shows that more children are growing obese owing to the fact that they spend little time exercising and engage frequently with the computer.

Research shows that children who take part in physical exercises are more healthy, intelligent, and active in class. The study conducted by American Heart Association proved that children are contracting heart diseases mainly because of lack of physical activity.

The research indicated that the number of obese children increased by four percent in 1974. Those affected were children aged six to eleven years.

However, the percentage increase could not be compared with the study conducted in 2006 whereby the increase rate was seventeen percent. As from 1971 to 2006, the number of adolescents thought to be obese increased from 6.1 percent to 17.6 percent.

The percentage increase was shocking. Furthermore, the increase was attributed to lack of physical activity and video games (Wiegman, & van Schie, 1998).

Overweight is a costly condition that leads to a number of illnesses among school going children. According to experts at the University of Michigan, obese children have higher risks of contracting diseases such as diabetes, heart diseases, and high blood pressure.

Other illnesses associated with overweight include high cholesterol levels in the body, hyperlipidemia, sleep apnea, respiratory problems, gastrointestinal malfunctions, early adolescence, and finally mental problems.

Studies show that obese children tend to have a low sense of worth and despair.

As AHA records show, obese children are likely to be obese when they attain the adulthood age. This would even cause more problems because they would be exposed to a number of diseases.

A study conducted by Media Literacy Clearinghouse indicated that children had developed a habit towards computer games. Video games had gained relevance among children aged eight and eighteen years to an extent that the rate at which children played computer games rose from an average of 26 minutes in 1999 to 73 minutes in 2009.

Generally, the rate at which children interacted with the computer daily rose from six hours in 1999 to seven hours in 2009. A report compiled in 2004 at the University Hospital of Zurich revealed that a strong link between obesity and video games exist.

It can be concluded that video games do not help children in any way but instead it affects their health. Video games interfere with the children’s eating habits because such children would tend to consume food with high calories.

In this regard, parents need to monitor the behavior of their children as regards to physical fitness.

In the United States, a study conducted to ascertain the effects of computer games on the performance of students proved that PlayStations and other video games such as Xbox Video affects the concentration of children in class.

Furthermore, the study revealed that children who are like using playing video games could not compete favorably with those who prefer physical games. One of the researchers was quoted saying that the performance of students who engage in physical exercises will always improve with time.

Boys are affected more by the new trend since they would rarely improve in class. Their performance would always remain stagnant for a period.

Moreover, boys cannot develop skills that would help them to read and write well in case they are allowed to interact with the computer frequently (Sakurai, 1984).

It should be noted that video games might not necessarily cause poor performance among school going children but the time spent in watching the games or playing them would consume the time that a student would be expected to read, do some homework, and write a good composition.

Definitely, a student would register a poor grade in case he or she does not engage in a serious research. Video games have a tendency of instilling negative reading attitudes to students. This is because a student would find reading a storybook or solving a mathematics problem boring.

Video games are very fast and demand a higher concentration unlike other academic activities that need time for conceptualization. In a joint study conducted in Australia, researchers concluded that video games affect the performance of students in many ways.

Students who spend time playing video games would always perform dismally in class. In fact, the study revealed that computer games do not help children perform well in any of the subjects. This is because students who spend time watching and playing computer games would always score low in each subject.

This research contradicts some of the assumptions that computer games help children to perform well in some subjects. The Australian study revealed that there is no single positive correlation between academic performance and computer games.

Video games are known to influence the cognitive and educational dexterities of children. Moreover, the games can as well as define the children’s social relationships. In a traditional setting, the relationship between the child and the parent or other senior members of society is clearly defined.

The video games have changed meaning that social relations are no longer the same. Studies indicate that video games, especially those that are violent, reshape the behavior of children. Moreover, video games could contain some sort of competition and aggression, which affect the reasoning of children.

In the current society, the rate at which conflicts occur in society has increased. Youths are currently violent because of the new games. The main objective of video games, according to Nintendo and Sega Genesis Center, is violence.

Any game played by children via the computer does not have anything new other than violent content. The companies specializing in selling computer games would convince parents that the games are non-violent but in the real sense, they are not.

A study conducted in 1998 confirmed that many children, over 80%, were familiar to a violent game referred to as Duke Nukem. Unfortunately, only 5% of parents were aware of the game meaning that children are access even those games that are supposed to be accessed by only the adults.

This trend affects the social life of children. In 1999, students at Columbine High School in Littleton, Colorado engaged in a destructive demonstration mainly because of the influence of computer games.

Students shot at their fellow teens and other people because they experienced it through video games. Such kind of behavior is destructive because it could lead to social anomy (Griffith, 1999).

Studies across the world indicate that violent video games increase an individual’s hostility and aggression. Aggressive games would lead to a habit whereby students prefer to play the games rather than engage in physical exercises.

This is even related to overweight. Children who are used to video games tend to be indifferent and unresponsive to the sufferings of other children. They would easily bully their fellow students without mercy.

Finkel, S. (1995). Causal analysis with panel data. Thousand Oaks, CA: Sage

Griffith, M. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior , 4(2), 203-212.

Sakurai, S. (1984). Construction of the Social Desirability Scale for Children. Japanese Journal of Educational Psychology , 32(2), 310-314.

Wiegman, O., & van Schie, E. (1998). Video game playing and its relations with aggressive and pro-social behavior. British Journal of Social Psychology , 37(2), 367- 378.

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IvyPanda. (2019, December 8). Effects of Video Games. https://ivypanda.com/essays/effects-of-video-games/

"Effects of Video Games." IvyPanda , 8 Dec. 2019, ivypanda.com/essays/effects-of-video-games/.

IvyPanda . (2019) 'Effects of Video Games'. 8 December.

IvyPanda . 2019. "Effects of Video Games." December 8, 2019. https://ivypanda.com/essays/effects-of-video-games/.

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Bibliography

IvyPanda . "Effects of Video Games." December 8, 2019. https://ivypanda.com/essays/effects-of-video-games/.

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Essay on Violent Video Games

Type of paper: Essay

Topic: Games , Violence , Video Games , Aggression , Video , Virtual Reality , Brain , Activity

Published: 10/09/2019

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Introduction

In the previous three decades, video games have contributed significantly on how people spend their free time. The expansion of the video game industry in the past has contributed to a lot of questions concerning the stuffing of the games being issued. Various research activities have been done to establish the effects of violent video games. This is due to the fact that many biological and physical changes occur during puberty are subject to exposure to violent video games.

This paper tries to elaborate the effects of violent video games on the brain, as well as the subjects of aggression and hostility with the goal of controlling the effects of video game violence.

The first effect being viewed is the effect of violent video games on brain’s response to violence. Studies by US researchers for instance (Lin & Leper, 1987) found association between use of video games and teacher’s rating of aggressiveness. It has accomplished that people engaged in many video games have higher capabilities to commit serious offences and less likely to offer help to others. On the other hand, critics these associations only substantiate that violent people concentrate on violent games, not those games alter behavior.

At present, it has been established that people who engage in violent video games demonstrate reduced brain response to situations of real-life violence, for instance using guns, but not external emotional disturbing characteristics like those of dead natural world or ailing children. And the decrease in response is associated with aggressive character.

The study shows that the brain activity is a characteristic signal seen in an electroencephalogram recording of brain waves as we see an image. The brain activity measurement reflects an evaluation of emotional content of an image becoming larger if people are astonished or disturbed by an image or if an object is strange.

In the study, a questionnaire was conducted on 39 experienced players on the number of games they played. The respondents were then shown actual images, specifically of unbiased scenes but mixed with violent or negative scenes while recording brain activity.

In respondents with highest level of experience of violent games, the brain activity response to the violent images was less significant and tardy. The respondents with high experience in violent video games did not recognize them as much distinctive from neutral. They developed insensitivity. On the other hand, their responses are still accurate for the non-violent negative scenes.

There are situations when video games have been used to desensitize soldiers to scenes of war. Unfortunately, when the players were afterward given the chance to capitalize on an opponent's weakness, respondents having the least brain activity meted out the most serious punishments. Even when the team controlled for the people’s natural hostility, evaluated by usual questionnaires, the violent games experience and brain activity response were still strongly correlated with aggressiveness. Due to this observation, exposure to violent games has consequences on the brain that determines aggressive behavior.

On therapy point of view, there are more intellectual benefits from video games. These involve puzzle games like the popular Tetris. This genre of games stimulates the mind by presenting challenges and puzzles in place of enemies and worlds. The purpose of these games is to keep the mind energetic and alert. This criterion of game-play has brought about the notion that video games can be applied as a form of therapy. Some of them are comforting and soothing and they can be particularly altered to meet an individual patient’s need. A video game can be created to assist a particular type of person, whether it is to assist connect positive memory cells in the brain, or simply kindle brain activity in general. Because video games are created in a programmatic nature, their probabilities of creation are without limit. Gardner (1991) tried out the first research on this issue. He fruitfully applied video games as a way of psychotherapy in young children. This improvement has been used as a benchmark on this issue, with greater concern on dealing with mentally-ill patients.

On the context of Eye-Hand coordination it has been found that those who participate in video games have greater eye-hand coordination. This is due to the fact that some sort of skill is required to be able to play the games. For instance, if a character is running and shooting at the same time, a realistic player is required to monitor the location of the character, where he/she is moving, his speed, the target of the gun and if the gun is hitting the target. These factors are considered and then the coordinates brain explanation and reaction with the hand movement and fingertips, a process which requires a great deal of hand-eye coordination and visual-spatial capacity to be successful. This can be proved from the relationship that has been shown on the effects of increased video game playing on eye-hand coordination, manual dexterity and reaction time in (drew & Waters, 1986).

Reference list

  • Anderson. C.A & Bushman. B.J. (2002). Human Aggression. Annual Review of Psychology , 53, 27-51.
  • Chambers. J. H & Ascione F.R. (1987). The effects of prosocial and aggressive videogames in children's donating and helping. Journal of Genetic Psychology , 148, 499-505.
  • Connor, D.F Steingard, R.J Cunningham, J.A ,Anderson J.J, & Melloni. (2004). Proactive and reactive aggression in referred children and adolescents. American Journal of Orthopsychiatry , 74, 129-136.

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Home — Essay Samples — Entertainment — Video Games — The Benefits Of Video Games

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Video Games and Its Positive Effects

  • Categories: Advantages of Technology Impact of Technology Video Games

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Words: 1248 |

Published: Jun 20, 2019

Words: 1248 | Pages: 2 | 7 min read

Table of contents

Introduction, positive effects of video games, works cited.

  • Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents' aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646-666.
  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66-78.
  • Green, C. S., & Bavelier, D. (2012). Learning, attentional control, and action video games. Current Biology, 22(18), R197-R206.
  • Kühn, S., & Gallinat, J. (2014). Amount of lifetime video gaming is positively associated with entorhinal, hippocampal and occipital volume. Molecular Psychiatry, 19(7), 842-847.
  • McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
  • Russoniello, C. V., Fish, M., & O'Brien, K. (2013). The efficacy of casual video game play in reducing clinical depression: A randomized controlled study. Games for Health Journal, 2(6), 341-346.
  • Subrahmanyam, K., & Greenfield, P. (1998). Effect of video game practice on spatial skills in girls and boys. Journal of Applied Developmental Psychology, 19(3), 463-472.
  • Van Rooij, A. J., Ferguson, C. J., Colder Carras, M., Kardefelt-Winther, D., Shi, J., Aarseth, E., ... & Saunders, J. (2018). A weak scientific basis for gaming disorder: Let us err on the side of caution. Journal of Behavioral Addictions, 7(1), 1-9.
  • Wang, H. Y., & Peng, W. (2017). The benefits of playing video games. In Media Exposure and Risk (pp. 197-210). Springer.
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good hook for violent video games essay

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  1. Violent Video Games and Aggressive Behavior Essay Example

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COMMENTS

  1. Effects of Video Games: 15 Articles for a Compelling Essay

    Positive Effects Article 1: "9 Ways Video Games Can Actually Be Good For You". This article starts off with a bit of humor with the line, "Your mother was wrong. Video games aren't bad for you. They're actually making your life better.".

  2. 60 Violent Video Games Essay Topics and Ideas

    Video Games and Violent Behavior. As opposed to watching the violence on TV, in these video games the player is the one who commits the acts of violence. In the survey, a group of 10 young men were allowed to […] Examining the Perception of Violence in Video Games. To examine the perception of violence in video games and their effects a ...

  3. The Impact of Video Games on Violence

    This trend suggests that video games are not a primary driver of violent behavior and that other factors, such as improved social programs and law enforcement, may be contributing to the decline in violence. Cross-cultural research further undermines the claim that video games cause violence. Countries such as South Korea and Japan, which have ...

  4. Essays on Violence in Video Games

    An Enduring Debate on 'Do Video Games Cause Violence'. 2 pages / 1073 words. Introduction This essay is written in the hopes to challenge the reader's idea of video games and how they affect us as a society and mentally. Video games have exploded in popularity over the years and are only becoming a more common hobby.

  5. Video Games: A Sport or Not: [Essay Example], 689 words

    While video gaming involves strategic thinking, it lacks physical exertion and the importance of physical fitness in sports. Additionally, video games have different structures and rules than sports, and the required skills are different, with more emphasis on hand-eye coordination for gaming and physical skills for sports.

  6. Violent Video Games: Persuasive Essay

    According the American Psychological Association, violent video games increase children's aggression. Dr. Phil McGraw explains, "The number one negative effect is they tend to inappropriately resolve anxiety by externalizing it. So when kids have anxiety, which they do, instead of soothing themselves, calming themselves, talking about it ...

  7. Why Violent Video Games Should Not Be Banned

    Learn More. Although there are strong reasons brought forth by those who want violent video games to be banned, here are reasons why we should not; increases self-esteem, reduction of pain, encourages teamwork, sharpening players' wit, among others (Sterngold, 2006). With regards to those in support of banning the game, they hold the view ...

  8. PDF Violent Video Games and Aggressive Behavior: What, If Any, Is the

    Their research article "Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review" demonstrates that the period spent on playing video games is a leading factor in aggressive behavior (Sandra et al. 2017). They use the meta-analytic procedures as their primary approach.

  9. Violent video games: content, attitudes, and norms

    Violent video games (VVGs) are a source of serious and continuing controversy. They are not unique in this respect, though. Other entertainment products have been criticized on moral grounds, from pornography to heavy metal, horror films, and Harry Potter books. Some of these controversies have fizzled out over time and have come to be viewed as cases of moral panic. Others, including moral ...

  10. Video Games and Violent Behavior Essay (Critical Writing)

    Video Games and Violent Behavior Essay (Critical Writing) Researchers have been conducting research since 1950s to find out if exposing children to media violence leads to subsequent violence as they grow up. Out of 3500 studies, only 18 studies have shown a negative correlation (Cook, 2000). Since children learn about different things in their ...

  11. Exploring the Link Between Video Games and Aggression

    Download. The year was 1976. The video game company Exidy released an arcade video game known as Death Race. In this game, the player takes control of a car, and is tasked to run over fleeing stick figures, known as gremlins. Running a gremlin over would result in a screaming sound effect, and the gremlin would turn into a cross-shaped gravestone.

  12. Essays About Video Games: Top 12 Examples And Prompts

    5. . The health effects of too much gaming by Peter Grinspoon. "Gamers need to be educated on how to protect their thumbs, wrists, and elbows, their waistlines, their emotional state, their sleep, and their eyes.

  13. Video Games Argumentative Essays Samples For Students

    1 INTRODUCTION. This is an argumentative essay on the subject of the protection of intellectual property in video games. The paper begins with an introduction to current situation pertaining to intellectual property in the gaming industry, particularly video games and virtual worlds. It discusses, in brief, the scope of civil laws in ...

  14. Impact Of Violence In Video Games: [Essay Example], 1909 words

    Violent video games are becoming the go-to scapegoat for youth violence today, shootings like Columbine, Virginia Tech, and even Sandy Hook had many media sources calling into question whether the shooter played video games and if they were a cause of their violence. While video games may be a factor in some of these cases, a lot of times in ...

  15. Defending the morality of violent video games

    The effect of violent video games is among the most widely discussed topics in media studies, and for good reason. These games are immensely popular, but many seem morally objectionable. Critics attack them for a number of reasons ranging from their capacity to teach players weapons skills to their ability to directly cause violent actions. This essay shows that many of these criticisms are ...

  16. Effects of Video Games

    Studies indicate that video games, especially those that are violent, reshape the behavior of children. Moreover, video games could contain some sort of competition and aggression, which affect the reasoning of children. In the current society, the rate at which conflicts occur in society has increased.

  17. Essay about Violent Video Games

    The first effect being viewed is the effect of violent video games on brain's response to violence. Studies by US researchers for instance (Lin & Leper, 1987) found association between use of video games and teacher's rating of aggressiveness. It has accomplished that people engaged in many video games have higher capabilities to commit ...

  18. Introduction Of Violent Video Games Media Essay

    INTRODUCTION OF VIOLENT VIDEO GAMES. In 1972, first ever video games were introduced as home entertainment for kids and adults called the Magnavox Odyssey. The popularity of video games with children is tremendous and continues to draw their time and attention. A survey found that 92% of children, ages 2-17, play video and computer games.

  19. Introduction To The Impact Of Violence In Video Games Media Essay

    There has always been an argument about video game's imparting graphic violence, partial or full nudity, portrayal of immoral behavior or other provoking and offensive material to a child's mind. Studies indicate that video games are one of the prime factors contributing to addiction and aggression. Yet numerous studies have found that ...

  20. Video Games and Their Impact: [Essay Example], 433 words

    In conclusion, video games can be a valuable tool for the cognitive and intellectual development of individuals. They require players to exercise various skills such as attentiveness, fast reaction times, logical thinking, and problem-solving. Additionally, video games can also benefit adults by improving communication, resourcefulness, and ...

  21. Violence in Video Games Essay

    Long Essay on Violence in Video Games 500 Words in English. Long Essay on Violence in Video Games is usually given to classes 7, 8, 9, and 10. The internet is filled with articles about the side effects of playing online, multiplayer games. Online gaming and video games started to have fun online and have now grown to become a community.

  22. Video Games and Its Positive Effects

    Introduction. "Video games foster the mindset that allows creativity to grow", said Nolan Bushnell. Video games, a highly debated subject for many parents, have been the subject of social stigmas for a long time. Many believe that video games do more harms than goods, and waste precious time for kids and adults alike, time that could be ...

  23. Violence in Video Games: Essay Outline

    In actual fact, the vast majority of real-life violence caused by video games is due to frustration (Gentile, D., 2005). This can be caused by failing a level right before a checkpoint, losing a game by just a few points, or the opposition scoring just before the buzzer. The reactions to these events have been known as raging.