May 21, 2015

The Good, Bad and Beautiful of Violent Video Games

Violent RPG’s have a diverting impact on players as both good and bad come out playing them. Killer (...) a controlled game, creates a disparate dimension for isolated kids, as they become the Julius Caesar’s of their own world. They constitute the rules and are compelled to think out of the box in order to breakout from their boring school life. Hunting targets into public places like airports and then administering traps for the unsuspecting victims is how these kids discover their environment in their Lilliputian virtual bubble. They conduct themselves well enough in order to conceive a set of rules that (...) dictate the flowing of procedures in a manner that keeps everything from crumbling into chaos......

In many instances, these contentious games can (...) manipulate vulnerable teens into being socially awkward. Games like these can curtail self-control one has over themselves as they play such synthetic games with simulated violence. along with lesser self-control, they act with more aggression and incline towards audacious conduct (...) They can be provoked with considerable ease into violent acts. Also, (...) devious games like Grand Theft Auto advocate violence and this leads up to insecure teens taking it upon themselves, to solve petty issues using violence and social abuse. Furthermore, sandbox games like GTA are (...) never ending. They manage to draw the player in until he/she is addicted to it. According to the New York Times, violent games (...) can make players rude few minutes after playing. This can deter both inflicter and victim.

Besides (...) games like Killer can get people conversing about it. Even if it is online, the passionate players engage in robust discussions and debates of their opinions on the game. Conducive multiplayer games have also validated that keen players, vastly improve their teamwork and team building skills. Squads work smoothly together in order to win the esteemed game and achieve the prestige that comes along with victory. Teamwork is a significant skill that you use throughout your life, whether it be in offices or marriages. It also compels the players to leave their homes into the real world for better or for worse.

Although these shrewd games provide numerous opportunities for players to reinforce valuable skills, they can also inculcate reprehensible (...) or unethical values. Quite a few video games these days characterize women, as creatures, who are coerced to do anything you wish. They also have a hefty impression on what the troubled players think of the act of killing and what it really means. In the games, they get a simulated involvement of homicide and death which can taint the player's brain. Along with that, as the player kills, the weightage of killing slowly decreases. Killing an enemy player suddenly doesn't seem as remarkable as it was a few weeks ago.

Given that, RPG’s teach kids imperative lessons and skills like perseverance. In Killer, one has to stand firm in order to shatter through the target's defense and defeat the victim. When one endeavour fails, they remain motivated (...) and consider other methods. The plights that they face while contending buoys brain activity and matures them into problem solvers as well as critical thinkers. They make brisk and decisive decisions so that they can stay alive. Players also learn to manage and be conscious of themselves and their surroundings. In a study, researchers discovered that a player’s reflexes are broadly upgraded while playing such games. These are all skills that can be utilised in future life and playing sophisticated games is exactly what will galvanise this thinking.

RPG’s bring forth many great skills and advantages and are overall good for the players. In order for there to be control, there needs to be a balance that keeps players from being whitewashed and pulling off a Columbine. In the end, it’s not what content the game has, but the attitude that influences players.

“Play it with sorrow and you will feel hate. Play it with anger and you will feel vengeful. Play it with paranoia and you will feel confusion. Play it with empathy and you will feel compassion. play it with love and you will feel flattery. play it with hope and you will feel positive. play it with humor and you will feel joy. play it with God and you will feel the truth. play it without bias and you will feel peace. Don't play it at all and you will not feel a thing.” Inspired by Shannon Alder

By Kunal Daga

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