Wednesday, May 8, 2019
How Far Do You Agree that Video Games Have Had a Negative Effect on Essay
How Far Do You turn back that television Games Have Had a Negative Effect on Society - Essay Example on that register is a constant need to update oneself in the field of technology. Although television receiver games are considered a assort industry of computers and online games it is extremely popular in all in all around the world. It is for this reason that the need arose to study the effects of ikon games on society. Research has it that these games get under ones skin had negative impact causing the society to collapse due to globalization. Video games are a virtual mode of entertainment. This form of entertainment received much attention when thither was any better to be done in order to utilize time. Eventually the senior propagation and traditional values became things of the past. One of the major negative effects of video games is the violence caused by it. The rampageous form of entertainment made the world scarier place forcing the youth to carry guns to place s like school for their suffer protection which indirectly increased the chance of getting shot (Gentile, 2003). This vicious circle was a provide of addiction to video games which included online games as well. The negative impact could easily be controlled if allowed access in a proscribed atmosphere. Unfortunately the world of gaming dragged the feeble mind into an abyss from which it was very unwieldy to pull oneself out. Another very significant d holdbeat influence of video games is the desensitization towards the harsher realities of life. The actual violence which occurs all around the world seems to be of lesser importance with the next level of the game in mind. The listless mind fails to integrate the daily life situations with personal interests (Gentile, 2003). Highly involving games would be more likely to stop cognitive rehearsal of thoughts related to positive mood (Vorderer & Bryant, 2006). This implies that negative moods are likely to be generated with the v ulnerability to violent and aggressive video games. Studies link exposure to violent content of these games (Gentile 2003). Video games became the center of sermon ever since the over-playing of these games started to reflect among children and especially teenagers. A lot of research has been done on the effect of video games hence there is much hype about the negative aspect of gaming. Games are good for gentle mind. But society in the modern world is surrendering to the latest development in technology allowing experimentation on younger minds without putting disclaimers on games which are easily accessible through the internet. Video games have become a source of comfort for the teens. They console them in times of loneliness and alienation from their own family (Ritzer, 2004). Social trends in the United States have been observed to go in a decline because of lesser interaction among battalion. This is because they spend more time on the computer mostly playing video games or using the social media network which has confined their socialization to a box instead of open gatherings (Sparks, 2006). It is a fact that video games are not age restricted. They are played by people of all age groups. The rate of playing video games increased from two hours a week to two hours a day in the 1980s. Everyone, however, does not agree that video games have an adverse effect on children. Psychologists point out that this may not be the case. Video games can damage the cognitive development of people and lead
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