Video games are a form of media, graphically designed to stimulate someone. Video games gain popularity by the day as much as they attract controversy.
Video games, just like nicotine is addictive. When one plays it for a period of time, one gets an attachment with them and becomes reluctant to avoid them.
“Addiction to video games may be like any other form of addictive behavior. Players feel compelled constantly to be involved with these games and may display a lack of interest in other activities. If they stop playing for any length of time they experience withdrawal symptoms.” [ CITATION Coh95 \l 1033 ]
Cohn is stressing the fact that video games could be as addictive as any other addictive substances and that the addicted parties acquire an addiction to these games in the extent of resisting any withdrawal from them.
This will result to psychological effects on the child, whereby the child will begin emulating the behaviors he/she witnesses on the hero of the game. If the game depicts a violent hero who gets his or way through the game, the child will be inclined to believe that the best way to get through with life is to be violent to any person preventing from accessing whatever they’d wish to. Continuous playing of these games cultivates a culture of violence on the child, exposing him or her to a belief in crime.
“(Rogers, 1982) was concerned that popular computer and video games with violent themes, particularly themes of nuclear conflict, constituted a trivialization of the horror of war.” (Zimbardo, 1982) felt that violence was too prominent a theme and that these games could be easily reprogrammed to include and promote cooperative and constructive behaviors.” [ CITATION Bar98 \l 1033 ]
Rogers and Zimbardo both agree that when games are designed in such a manner as to promote good social and moral behavior, they tend to influence the children in a positive and constructive form of culture.
Reactions to others post.
It is true that violent video games can cultivate a violent culture and lead to a violent society but children should not be withdrawn completely from playing games, but should rather be exposed to constructive games.
Violent video games do not wholly have negative impacts, its only when the aggression is solitary, but when it’s a game played by two, it helps in relieving tension and anxiety.
It is true that the reprogramming of video games to a more constructive theme will enable cooperation among the children against violent behavior like stealing.
References
Barrie, G. (1998). The effects of video games on children: the myth unmasked. London: Continuum International Publishing Group.
Cohn, B. (1995). Violent video games: aggression, arousal, and desensitization in young adolescent boys. California: University of Southern California.
Kutner, L. &. (2008). Grand theft childhood: the surprising truth about violent video games and what parents can do. New York: Simon & Schuster.
Williams, J. (2007). The player's realm: studies on the culture of video games and gaming. California: McFarland & Co.