The emergence of technology and its rapid growth in the 21st century has brought several aspects of knowledge. In the current society, shopping is done online, and several duties have been automated as a result of technology. However, an essential part of technology is how it has changed gaming pattern in the current generation. While the earlier age brackets relied on boards, pen, and other physical types of gaming, the present generation uses the computer. Today, computer gaming is a multi-billion-dollar business which generates massive amount of revenues to the business owners and governments (Boyle et al. 180). However, the existence of computer games and its usage has instigated a debate among the scholars on whether it is beneficial to the society or not. While the proponents believe that computer games assist in improving social and cognitive skills, the opponents argue that they have got individual elements such as violence which is appropriate for a healthy society. While both devotees and antagonists have appealing points for and against computer games, it is essential to that other than wasting premium time; computer games have been the foundation of aggressive and violent behaviors among young people in the current generation; therefore, should be discouraged at all cost.
The first reason why computer game is harmful is that it is a form of distraction that either prevents learners from concentrating on their work or compels them to do a substandard task. It is evidence that computer games come with addiction which prevents individuals from undertaking other duties, especially school work. According to the study conducted by Granic, Adam, and Rutger, about 60% percent of children who fail to complete their homework do so since they have to finish an episode or a stage in one of the games (66). According to Greenfield, some of these games are internet-oriented and involve multiplayer (81). This which means that if one fails to play he/she is an automatic loser, a fact that no gamer wants since it is a competition. In the end, these players are likely to fail in their school work, a significant development stage in the current society since it creates the path to be a useful man or woman in future.
Some video games have been found to decrease the brain size. This is one of the most controversial findings in which the supporters of the video games have persistently argue that video games, as a result of acquiring several skills, is a tool that increases the brain size hence upturn critical thinking. However, it is evident that certain video games such as shooter games damage the hippocampus part of the brain forcing it loose cells. It suggests that such occurrences weaken the mind of the young people or individual who is addicted to these games which may put them at a high risk of dementia later in their lives. On the same note, as a result of lost cells, while playing shooter games, the brain may not have the capacity to function as usual hence lowers the intelligence of the individuals involved.
Video games are the basis for aggressiveness and violence behaviors among the gamers. According to Granic, Adam, and Rutger, players who like action games such as shoot em up are like likely to be aggressive, violent, and ferocious even when they are offline, and more meaningfully are at risk of committing serious crimes (66). American Psychological Association asserts that there is a dependable relation between usage of video games and the increase in aggressive behaviors. According to the association Aggressive cognitions and aggressive affect, as wells as decreases in pro-social behavior, empathy, and sensitivity to aggression. Fast-paced games that are action-packed have been confirmed, in different studies, to increase spatial discernment, visual insight and the aptitude to pick out objects easily in a scene. McCall, in his study, asserts that While there is some variation among the individual studies, a strong and consistent general pattern has emerged from many years of research that provides confidence in our general conclusions," (121). This is mainly an indication that gamers can apply whatever they see on the screens in real life situation which not only bad for the society but can also take one into jail as a result of criminal activities.
Video games make individuals less empathetic. The most unwanted characteristics of ferocity in video games comprise lack of chastisement or penalty for killing, continuous killing and offending of other individuals, and constant validation for murder. This condition makes performers accept killing as a suitable way of solving problems. Gamers are also forced to trust that violence is not wrong but a way of sending messages (Hsu 121). In its pure meaning, violence is deadened, and thespians start viewing humans as simple objects thus radically lowering their level of empathy. According to Greenfield, "If you see a movie with a sexist character, there's a certain distance, but, in a video game, you are physically linked to the character. You control what he does. That can have a real effect on your thoughts, feelings, and behavior, at least in the short term (210)
One of the major arguments for the support of video games is that it makes the brain grows hence more intelligence. McCall says that the typical humans mind is wholly inept at managing the dispensation all the information (100). Conversely, brains of gamers acclimatize such that they record the entire information required. It has been found that a gamers brain can physically change for the player to process all the required information, and, most significantly, use it. A gamer is gifted to make accurate and informed decisions quicker than a non-gamer with similar percentages of right responses. In that regard, according to the supporters playing video games has a massive effect on a persons brain hence a direct influence on how they interact with the world.
In conclusion, video games have become a part of the society in this current generation. As a society people need to concentrate their attention and energy how they can be used to make life better. As much as they are seen as a source of brain growth and away in which people can relax and be entertained, video games are harmful to the society and should be prevented. Specifically, they contribute to academic failure to learners who want to juggle between these games and studies. Additionally, some games negatively affect the function of the brain. Moreover, it makes the victims less empathetic which makes them undertake criminal activities without considering people involved. Lastly, it is the basis of aggressiveness and violence among the gamers.
Works Cited
Boyle, Elizabeth A., et al. "An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games." Computers & Education 94 (2016): 178-192.
Granic, Isabela, Adam Lobel, and Rutger CME Engels. "The benefits of playing video games." American Psychologist 69.1 (2014): 66.
Greenfield, Patricia M. Mind and media: The effects of television, video games, and computers. Psychology Press, 2014.
Hsu, Cathy HC. Legalized casino gaming in the United States: The economic and social impact. Routledge, 2014.
McCall, Jeremiah. Gaming the past: Using video games to teach secondary history. Routledge, 2013.
Request Removal
If you are the original author of this essay and no longer wish to have it published on the thesishelpers.org website, please click below to request its removal:
- Study on Diabetes in the United States - Public Health Coursework Example
- Healthcare Case Study Example: The Affordable Care Act
- Religious Views on Organ Donation - Essay Example
- Thesis Proposal Example: Patients and Nurses Safety
- Questions and Answers on Heroin - Paper Example
- Paper Example on Child Obesity, the Scope of the Problem, and the Populations Affected
- Research Paper on Should Marijuana Be Legalized in the Countries It Is Considered Illegal?