The impact of violent video games on aggressive and violent behaviours is a controversial issue among many scholars and researchers across the globe (Quandt 34). Over the past few decades, video games, including versions with violent features, have become a major pastime activity among adolescents and children. In most instances, the video games may provide an escape from typical social activities that involve peers and family members or from schoolwork. In regards to benefits, they have the potential of increasing people’s cognitive skills, displaying gaming proficiencies, and promoting self-confidence. On the other hand, they also lead to violent or aggressive tendencies among individuals that find the games exciting, especially when the game allows a player to engage in active killing roles. While video games have some negative benefits, individuals can also accrue some benefits from them.
Individuals who are against video games argue that they have negative consequences for young people with violent or aggressive tendencies who find the games exciting, especially when a game allows a player to engage in active killing roles with gore and blood (Quandt56). Greater graphic realism characterises the technological advancements in the video games industry while relatively high computer processing speeds that make the games appear vivid and very real. Therefore, the games mimic real-life activities, which increase their influence on people psychological feelings and behaviours.
Furthermore, the video-games controversy is widely fuelled by the claim that they are immersive; therefore, more likely to have a negative impact on people’s behaviour than televisions do. Unlike televisions that people can just watch, players interact with the video games. Most of the games are widely based on reward systems and are always repetitive. Research suggests that such reward systems and repetitive actions are part of the classical conditioning process, which encompasses behavioural learning that involves rewarding certain behaviours. The brains of teens and children are still developing; therefore, they are more susceptible to this type of psychological conditioning.
The critics of video games maintain that children and young people who play violent video games develop increased levels of aggressive and violent behaviours. Excessive exposure to violent media can result in negative consequences for children such as increased aggressive and violent tendencies (Quandt 44). The violent video games tend to increase the likelihood of aggressive feelings, thoughts, and behaviours. However, some researchers dispute the study findings suggesting that violent video games lead to an upsurge in aggressive and violent behaviours. They also dispute the arguments suggesting that video games lead to a decline in empathy and pro-social social behaviours.
Irrespective of the negative effects related to video games, research indicates that they boost the self-esteem and self-confidence of children as well as teenagers. Ideally, their levels are adjustable; therefore, a player can learn and progress gradually as they continue to play a particular game (Quandt 60). In this case, one begins with easy levels, and they gradually build on their skills through constant practice. With time, they gain the confidence to play games that are more complex and demanding.
Furthermore, video games introduce children and teenagers to the online world and computer technology. Contemporary societies are sophisticated and hi-tech in nature. Therefore, the video games play a significant and crucial role in helping children to adapt to various computing concepts that they can use in other aspects of their lives.
According to Quandt, video games can serve as effective teaching tools because they make learning to be more enjoyable and fun (66). Children like games because of the animation, colours, the interactivity, and rewards that come with winning a game. In most instances, learning becomes easier when the learner is enjoying the process and having fun (Quandt 66). As a result, the video games can motivate a child to continue learning and keep practicing. By allowing children to play together and bond with others, video games promote pro-social behaviours. Notably, some of the video games are pro-social, unlike the violent video games. The pro-social games try to inculcate helpful and pro-social behaviours among children.
In regards to the other new or emerging technologies, realizing VR (Virtual reality) dream and harnessing its potential has taken a long time (Nite 47). Virtual reality is a branch of computer graphics that gives users an experience that effectively immerses them into a virtual world. The technologies that are crucial for the functioning of VR include the visual components that encompass haptic and aural displays. These visual technologies immerse the users in a virtual world while blocking out contradictive sensory impressions emanating from the real world.
A graphics rendering system is the other technology that is crucial for VR. Specifically, it generates between twenty to thirty frames per second. VR technologies also include tracking a system that provides continual reports of the orientation and position of the user’s limbs and heads. Additionally, a system of database construction and maintenance is useful in the process of creating and maintaining a realistic and detailed virtual world models.
Auxiliary technologies that are important in VR include synthesized sound, display of haptic sensations and synthesized forces. Interaction techniques that serve as a substitution for real world interactions and special devices, such as tracked gloves, that allow the user to specify interactions with virtual objects are also relevant in VR (Nite 65).
Over the recent years, VR has grown immensely, and the advancements are fastening the pace with which virtual reality moves towards the mainstream. High-powered headsets are now being introduced into the market by different technology firms. For example, Facebook owns the consumer headset named Oculus. HTC Vive and the Rift are the other high-powered headsets that will be entering the market soon (Nite 89). Technology companies that are interested in VR are developing new video games that are compatible with the emerging virtual reality headsets.
Works Cited
Nite, Sky. Virtual Reality Insider: Guidebook for the VR Industry. New York: Prentice Hall, 2014. Print.
Quandt, Thorsten. The Video Game Debate: Unraveling the Physical, Social, and Psychological Effects of Video Games. Stanford: Stanford University, 2015. Print.