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Children and Violent Video Games (Argumentative Essay)
Introduction
“For kids under the age of 18, violent video games in which characters are assaulted, physically injured, murdered, violently raped, or involve drug components should be forbidden, because their behaviour, aggression and moral maturity are likely to enhance by the influence of such video games.”
There is still no mechanism for unauthorised games or the games that come without a rating. Numerous video games are readily available in the market for children without having any specific warning signs for parents. These sorts of games need to be prohibited and restricted. These games concentrate on the graphics and demonstrate attractive graphics to foster attraction in children (Gentile et al.). Consequently, children are getting attracted to these games and their parents do not have any clue about which games should they allow their children to play. There is still a need for the authorities to thoroughly monitor the games that come to market without any signs or warnings.
Bosy
Because of the scores that just direct parents, the components of the game that they are purchasing will not be conservative enough. ‘For the sake of computer games for children, parents erroneously believe that they’re safe for children. These prohibitions will help parents understand that the concentration of certain games should be paid greater attention to allow their kids to play. Mother and father serve as caretakers until their eighteenth year of life and take accountability for the development of young children. The prohibition of video games would help families in moral protection and control of their young kids (Funk et al.). In times when their parents aren’t home, children quite often play these games. Thus, it is impossible to observe the games children play, and parents also may not even be aware of them. For consoles and machines, there are many types of parental control, but children can easily do this with the aid of the Internet. Such games are also very costly and, while it’s hard to purchase for smaller kids and a hurdle, there is a different way to play the game. If you don’t have sufficient money to afford the game, you might still borrow it for cheaper. The ban will help discourage minors from playing violent video games even without the permission of their guardians and their parent’s permission (Funk et al.). The authority should interfere and behave like a father, where appropriate since parents are merely human beings and therefore cannot be available at all times.
Often parents cannot keep up with their children’s events. So, when it’s not there to guide the kids, the government should be present to support and operate on behalf of the parent. For several years, the government has done so. It has restricted or prohibited alcohol use by minors below 18 or to a particular age from having sexually suggestive drugs (Saleem et al.). In violent video games, children deliberately injure characters and torture. It must also be more serious. The government limits the age of ineffective entertainment programming that encourage pornography or abuse and thus can do so by violent video games as well.
Most of the individuals claim that exposure to violent caricatures from the TV and experiencing violent games doesn’t vary. On the other hand, they are entirely different from each other. Children playing games like this decide to murder or torment individuals and then do the actions on the board. This indicates that they do not just experience it but do damage (Saleem et al.). This may be dangerous when they interpret the truth because they are not just abuse spectators. The reality that videogames are cinematically getting more and more convincing has also significantly improved this argument. These video games are not just ambiguous illustrations and blurred backdrops as before.
Not only because of the kid becoming the assailant, but the ethical growth of the baby can also be negatively impacted. The claim that some video games perpetuate sexism and racism by offering the worst representations for children is of particular concern, in many games, such as the famous Grand theft auto, best known as GTA, underworld, pornography and criminal acts results. The third version of this game is renowned for the debate about the role of pornography in the play (Anderson). To improve the welfare of the protagonist, a woman should be taken, taken to a private location and until the car starts shaking, the wellbeing keeps increasing, and the cash goes down. Once the lady came from the car, though, she can be run over by the character and rob her wealth. Kids should not be introduced to these role-plays as they should affect their interpretation and learning.
The violent video games cannot only damage the mental values of children but can also influence the self-awareness and hostility (J. Sherry). Playing violent video games can be a significant factor contributing to the aggressive behaviours of children. Several studies suggest that violent and aggressive behaviours can be seen in children who spend a lot of time playing violent video games. Children who are typically more exposed to playing violent video games are more likely to get involved in fights. On the other hand, playing violent video games can also adversely influence the performances of students in their academic career. Playing violent games can also cause addictions and many governments across the globe are trying to overcome ill effects of playing violent video games (J. Sherry). All these arguments support the claim that playing violent games can adversely impact the perception of children. Consequently, these games should be banned, and children should be protected against violent video games.
Two school kids from Colorado, Dylan Klebold and Eric Harris in 1999 showed the example of the increased violence. They targeted most of their friends until they were shot in high school. The brutal Doom video game that they loved to play encouraged them to do so. Naturally, the Doom game was by no means the only thing leading to the high school shooting, but it was an essential factor (Ferguson et al.). If any violent video games are prohibited, parents should consider their negative consequences and thus pay more attention to how their children play.
On the other hand, it will be unfair to ban all violent video games because of this particular event. It should be stressed that it is not appropriate to prohibit all violent video games. The games can be an immense assistance to children to help them escape negative feelings and emotions. If they feel frustrated, they can transfer their emotions behind the computer and into the machined universe without intervening with their everyday reality (Adachi and Willoughby). This will settle things down, and they won’t look for more avenues to help them deal with their emotions. Therefore, violent games against fantasy-like aliens and beasts, so that children do not sacrifice a media to process bad ideas, should be left unchanged.
This prohibition would only benefit parents if they were not present to safeguard the growth of children. It is to be understood, though, that violent video games involving drugs, sexuality and where people are injured will not be forbidden entirely. The government should lead and safeguard its residents, but it should not stop if the parents see eligible to start the game where they can ride people with a car. The father is a guardian who will still go to a store for his child to purchase some violent game. A State-owned organisation, rather than a private one, can ban violent video games (Brockmyer et al.). To make a profit in the ranking process, the chance would decrease for the video game industry by using financial assistance to this business.
Judges could be named or a special committee consisting of counsellors, and maybe even individuals with different cultural backgrounds could be set up that would be equally responsible for how the jury behaves in court. This would lead to a more rational judgement on bans. Other alternatives can exist, rather than restricting violent video games for children. For instance, the retailer of video games might put violent video games in the store, where kids could not reach or put them behind the counters. This strategy, however, might not be adequately successful. Another alternative is to ban announcements of violent video games involving drugs, gender and the hurt of civilians. This could reduce the appetite for games when fewer people hear about them (Anderson and Bushman).
Conclusion
Violent video games have demonstrated that they are a risk factor for offensive behaviour, which can adversely impact success at school. Components of drugs, pornography and human violence should not be used in video games to sell to children under the age of 18. The selling of such games should proceed, but only for adults, much like liquor or sexually suggestive materials, should be allowed to buy it. The supreme court should behave reasonably and do not sanction the selling and hurting of video games.
Work Cited
Adachi, Paul J. C., and Teena Willoughby. “The Effect of Violent Video Games on Aggression: Is It More than Just the Violence?” Aggression and Violent Behavior, vol. 16, no. 1, 2011, pp. 55–62, doi:10.1016/j.avb.2010.12.002.
Anderson, Craig A. “An Update on the Effects of Playing Violent Video Games.” Journal of Adolescence, vol. 27, no. 1, 2004, pp. 113–22, doi:10.1016/j.adolescence.2003.10.009.
Anderson, Craig A., and Brad J. Bushman. “Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature.” Psychological Science, vol. 12, no. 5, 2001, pp. 353–59, doi:10.1111/1467-9280.00366.
Brockmyer, Jeanne H., et al. “The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game-Playing.” Journal of Experimental Social Psychology, vol. 45, no. 4, 2009, pp. 624–34, doi:10.1016/j.jesp.2009.02.016.
Ferguson, Christopher J., et al. “Violent Video Games and Aggression: Causal Relationship or Byproduct of Family Violence and Intrinsic Violence Motivation?” Criminal Justice and Behavior, vol. 35, no. 3, 2008, pp. 311–32, doi:10.1177/0093854807311719.
Ferguson, Christopher John. “The Good, the Bad and the Ugly: A Meta-Analytic Review of Positive and Negative Effects of Violent Video Games.” Psychiatric Quarterly, vol. 78, no. 4, 2007, pp. 309–16, doi:10.1007/s11126-007-9056-9.
Funk, Jeanne B., et al. “Playing Violent Video Games, Desensitization, and Moral Evaluation in Children.” Journal of Applied Developmental Psychology, vol. 24, no. 4, 2003, pp. 413–36, doi:10.1016/S0193-3973(03)00073-X.
Saleem, Muniba, et al. “Effects of Prosocial, Neutral, and Violent Video Games on Children’s Helpful and Hurtful Behaviors.” Aggressive Behavior, vol. 38, no. 4, 2012, pp. 281–87, doi:10.1002/ab.21428.
Sherry, JL. “The Effects of Violent Video Games on Aggression..” Human Communication Research, vol. 27, no. 3, 2001, pp. 409–31, doi:10.1111/j.1468-2958.2001.tb00787.x.
Sherry, John L. “The Effects of Violent Video Games on Aggression a Meta-Analysis.” Human Communication Research, vol. 27, no. 3, 2001, pp. 409–31, doi:10.1093/hcr/27.3.409.