Frequent Playing Of Video Games Increases Violent Behavior

Frequent Playing Of Video Games Increases Violent Behavior

 Frequent Playing Of Video Games Increases Violent Behavior The invention of video games has changed the way in which the modern generations use their free time. Sociologists blame electronic hobbies as to why modern kids find indoors activity more luring. Apart from television and other electronic devices, video games provide more advanced pass time activities. In the modern century, all children above the age 7 have experienced time with video games. As much video game is perceived as pass time activities for children, they psychological effects have also been a cause of debate. According to Kirsh (2006) psychological effects posed by video games cannot be compared to the fun behind it. This focus will justify the argument that frequent playing of video games increases violent behavior. In an argument by Aboujaoude amp. Koran (2010) moderated video game time can be used to boost a child’s psychological strength. In is argument he claimed that video games provides a challenge that help a child grow in mental strength. However, if the playing is frequent the scenario changes and a child’s psychological ability is turned to a negative side. Elongated video game time creates addiction and a negative mentality towards social norms. Children with a frequent behavior of playing video games have a tendency of behaving violently towards people who try to stop them from playing video games. Such occurrences are frequent in institutions and homes. Aboujaoude amp. Koran (2010) argue that many parents face harsh treatment from their children when they try to stop them from playing video games. However, from this claims there are some fallacies. It is always assumed that children who frequently play video games are enemies to the outside society. In an argument by Kirsh (2006), this is not true since some children can balance both indoor activities and playing video games. If this is perceived a common weakness it turns into a fallacy. Kirsh (2006) argues that the video games created in this century have graphics that create violent or disturbing images in children’s psychology. In all features in video games this creates the worst harm. Psychologists argue that violent scenes in video games create the worst perception in video games. If these kinds of video games are played frequently it more than likely a child will have violent behavior. The probability a child playing violent video games to acquire violent behavior is at 60% (Aboujaoude amp. Koran, 2010). However, in justifying this assumption many people ignore the effect posed by other video games other than violent ones. Fallacy created when individuals assume that only violent video games create violent behavior. It is evident that video games have negative effects on children. All video games have the capability of turning children to be violent if not controlled. However, violent video games pose a much greater threat. According to Kirsh (2006) it would be more than justifiable if person claims that frequent playing of video games increases violent behavior. The author does not point accusation on a specific game but he gives a general opinion on all video games. ReferencesAboujaoude, E. amp. Koran, M. (2010). Impulse Control Disorders. New York: Cambridge University Press. Kirsh, S. (2006). Children, adolescents, and media violence: a critical look at the research. London: SAGE.

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