Showing posts with label Violence. Show all posts
Showing posts with label Violence. Show all posts

May 23, 2015

Violent Video Games and Their Impact on Teenagers

These days, many kids are playing violent video games, and most often, against their disapproving parents. While many think that video games have negative impacts, they are only dangerous when taken past a certain extent. However, when played in consideration, video games can relieve stress, improve teamwork, creative thinking and intellectual strength. Violent video games are often thought of as harmful, but in reality, they are extremely beneficial to young adults.

Exams, homework and parental expectations can cause immense stress for teenagers. This stress could be relieved through multiple dangerous mediums such as drugs or alcohol, but a safer way to reduce this stress is by playing video games. According to an article written by Dr. Christopher J. Ferguson, a professor at Texas A&M International University, young adults who play violent video games handle stress better that non-playing adults. “The results suggest that violent video games reduce depression and hostile feelings in players,” Dr. Ferguson explains. The amount of concentration needed to play these games mean that the kids aren’t able to focus on their work, which gives them a break and some time for their minds to recharge. By giving themselves some rest, they are able to relax, removing some of their stress, which can result in teenagers being happier and stress-free.

Additionally, playing violent video games can improve a player’s ability to work in a team. In many games, the player is required to communicate with others, which provides an opportunity to learn social skills by focusing on cooperation. “Research has shown that playing violent video games in groups reduces feelings of hostility better than playing such games alone,” explains Dr. Vitelli, the author of a published article on Psychology Today. “There seems to be a strong potential value of cooperative play in developing social behaviour and curbing anti-social thoughts and behaviours,” implying that video games improve the ability to collaborate with others, a valuable life skill.

These video games are generally very competitive, and to increase chances of winning, kids are forced to think outside the box. A study by professors at Queen Mary University and UCL suggest that action video and strategic games can promote the ability to think quickly. “Our paper shows that cognitive thinking [...] can be trained and improved by fun tools like gaming” states Professor Brad Lowe. Creative problem solving and outside-the-box thinking requires cognitive flexibility, which is vastly increased by playing graphic video games. This will, no doubt, be a very valuable skill for the young players in the future.

One might argue that video games have negative impacts. A common argument is that playing video games results in physical aggression. Many have stated that there is a link between playing violent video games and violent behaviour, however, according to an article published on Forbes, there has not been any study that has shown that violent video games result directly in actual violence. And while many mass murderers have been described as being extremely addicted to video games, in the USA, as violent video games have become more popular, violent crime rates have fallen. In the article, “when it comes to video games, the loudest voices are rarely gamers [...] this creates a hollow sort of analysis,” and enforces the claim that graphic video games are not harmful.

Furthermore, playing violent video games can possibly strengthen a player intellectually, especially if they are young. A study by the American Psychological association reveals that playing video games can actually strengthen a range of cognitive skills, such as memory and perception, amongst others, which is particularly true for the players of more violent games. While most opinions are are that video games have many negative impacts, “This has critical implications for education and career development,” states Isabela Granic, a professor in developmental psychology (and a contributor to a highly regarded review in the journal American Psychologist). Other studies have also shown that the skills improved by playing violent video games, such as spatial navigation, enables achievements in science, technology, engineering, and mathematics. Overall, it is shown that amongst a wide range of benefits that playing video games allows, it also improves mental health, and in the future, could even be used as a form of therapy for aggressive behaviour in adolescents.

Violent video games and the impact of playing them on kids is the subject of much controversy, with many arguing for both the positive and the negative sides of the subject. These video games have benefits for their players, but only to a certain extent. Past that point, when the player becomes obsessive, the violence and dangerous examples can be threatening to their mental health and perilous for those around them. Given all these points, however, when played with caution, violent video games provide many benefits and will improve an adolescent’s future positively.

By Kelly

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

The Hidden Side of Violent Games

Games have affected our lives in one way or another, ranging from the game of tag that you played when you were young, to the friendly game of billiards you had with Joe. As the games developed, the favorite amongst all ages, particularly teen is ‘Role Playing games’ (more commonly referred to as RPGs). RPGs can range from the classics of ‘Mario’ and ‘Galaga’ all the way to the modern day favorites such as the Call of duty franchise. Role playing games with simulated violence have however become a substantial topic of controversy. While many hold an animosity against the games like Call of Duty, Assassin’s Creed and GTA, many fail to see the benefits from these games. Many parents have found these games to be so detrimental to their child’s health, that they have banned the genre all together. This policy invites the question, should role playing games with simulated violence be banned?

In this essay I will argue that games in this genre provide benefits for a child which are highly beneficial, and unique to these games. The essay will attempt to state and defend two claims: first, banning these games can harm your child, as these games develop their cognitive skills; and second, violent role playing games teach children independence.

With the difficulty of acquiring a job rapidly increasing, every skill and technique will help a child to acquire a job. Role playing games with simulated violence, provide a benefit which is unique to them. These games improves the cognitive skills of children. Recent studies by the American Psychology Association (APA) state that games with simulated violence, improve the spatial navigation, reasoning, memory and perception of a child.

These qualities, which can be applied anywhere, have been found to be particularly helpful in the S.T.E.M field (Science, Technology, Engineering, Mathematics). Adam Zartin, an IB student at the International School of Manila, states that “As an avid gamer, I have had first hand experience with the benefits of gaming. I’ve seen how my friends skills in areas such as problem solving has increased, after introducing them to my favorite games; CS GO and Dota” For those unaware CS GO is an acronym for the game Counter-Strike Global Offensive which is a leading competitor in the First Person Shooter market. DOTA, or Defense of The Ancients, is the second most played Massive Online Battle Arena type game. These are both games which simulate violence, and as shown they have both improved students results in their school life. Adam also talk about the possibility of becoming a professional gamer, and his aspiration to join this multi-billion dollar industry.

While I grant that many may argue, that these skills can be acquired through other means, if not games without violence may provide the sames skills. This while a good argument is incorrect. Meta-analysis done by the APA, shows that not only is the cognitive growth unique to games with violence, the growth is much greater than formal courses which are designed to enhance the same quality. Given these statistics, parents should reconsider prohibiting the play of games in this genre, as doing so will only cause more harm to their child’s future, than the potential harm which they are trying to prevent.

To sum up, I affirm that prohibiting role playing games with simulated violence, is unjust to the child, as doing so will put them at a level below the children who do play these games.

A common argument for banning games in this genre, is that these games teach children the wrong morals, and gives the wrong mentality on violence, which leads them to have no emotional response on crime, and see crime as an acceptable action. However prohibiting access to these games, will only bring more harm to the children. These games teach them a skill which is not easily taught by other sources. RPG’s with simulated violence teach them about independence. As show on Guy Martin’s article on NY times ‘High Jinks: Shootout’, students at times had to take their life in their own hands, and make important decisions by themselves. One student portrayed this, by his action of planning ahead, and making sure that he was given the go with his plan, to eliminate his target. This game also builds the students independence, by teaching students, to be wise when choosing who they trust, and be cunning when making their plans.

Additionally, I will also grant a statistically proven premise. While it does seem that the Norwegian shootout is related to game Call of duty, Recent studies by the APA, show that the crime rate in adolescents has decreased, as the sales of video games with violence increase. To sum up, I affirm that prohibiting role playing games with simulated violence, harms the child by withholding useful benefits which help them with every action they perform.

In the modern world, violent games are seen as a threat to society...as something which need to be exterminated from society. However taking this mentality will be detrimental to your child’s growth. Many have argued that these games should be banned and kept away from children. In this speech, I have tried to defend the tolerance of this genre of games. I have argued that these games arm the child with improved cognitive skills, and teach them about the valuable skill of independence. A natural objection is that these games lead to more crimes, but I have offered reasons why this may be untrue. Role play games with simulated violence should not be banned, as they provide many benefits for a child. Parents, act now, bring back these games from your locker, think twice before saying no when your child asks for a game.

By Roshan

The Beneficial Impacts of Video Games

Good Afternoon Grade Eight Parents!

Games have been a part of all of our lives from kindergarten till to today, from duck-duck goose in grade one, to the game of poker you played last night in Marina Bay Sands. It seems hard to imagine life without these pleasurable pastimes, especially as technology begins to pervade our daily life, and virtual games of all sorts are at our fingertips.

However, the digitization of reality through video games has had its fair share of controversy. Specifically, concerning violent Role Playing Games (or RPGs), which have gained phenomenal success among teenagers. RPGs involve players taking on a character persona in a semi-predetermined storyline. Stimulated violence, as seen through major brands such as “Assassin's Creed”, “Call of Duty”, and “Halo” has however had submerged this form of entertainment in criticism, as the graphic imagery and violence is deemed detrimental to a player's mental wellbeing. However, most fail to acknowledge RPGs as unparalleled facets to improve performance in cognitive tasks , develop their emotional resilience, and attain independence.

In the modern day and age, there are a range of skills and qualities that promise a good future, in what ever field of work you practice. Parents, all the times you tell your children they will not get anywhere in life because they are always playing video games. Nevertheless, it is because of their video games they are learning skills to get them somewhere in life. Science has shown that children who play leisure games with simulated action have sharper vision, better hand eye-coordination skills and can envision shapes and objects more efficiently from different angles. All these qualities, though can be applied anywhere, particularly within STEM fields (Science, Technology, Engineering, and Mathematics). A former student of UWCSEA, Minsoo Kim, once mentioned, “Geometry has become a lot easier for me because in video games like, ‘Call of Duty’ I can rotate my view around a lot and I see objects from different angles, this makes envisioning shapes on a paper much easier.” Minsoo attained great marks in his Mathematics course. Moreover, Minsoo mentions that in the 21st century being a videogamer already provides jobs itself. One of the most successful team of professional video gamers (Team Newbee, from China) have earned approximately, USD $1,005,661 (one million, five thousand, six hundred, sixty one dollars) each from playing Dota 2. To conclude, it is not a prosperous industry, but a platform for personal development of players.

Emotional Resilience, an immensely valuable quality in people, it is the ability think and adapt to situations under pressure or during crises. For example League of Legends, a online-battle game which is popular within our UWC community, requires quick decision making skills and reaction times to attack and defend your persona. According to Russell Koh, an avid player, “Though Leauge of Legends is only an online game, I have improved my real-life reaction time, and also, I interpret information better to make informed choices, because in the game you have to also keep in mind what character the other player is using and how you can beat them.” Moreover, LoL requires many skills such as: collaboration, with your team of five you must all play specific roles and support each other to ensure success; (PAUSE) critical thinking, to create strategies and last minute battle plans to win matches; and creativity, to set up game plays that will surprise the opposition. Games with fighting often improve team-work skills, but they also teach players how to be independent and persevering individuals.

Independence is something that is not easily taught, but somehow is easily learned. Socrates, a famous philosopher said, “To find yourself, think for yourself.” Often violent role playing games require independence, self-awareness, and self-reliance. For example, in numerous New York State high schools, a water balloon war takes place before the school year ends. In the game, players are given targets to catch in order to get a new target, so on and so forth, and finally after defeating all other from different teams, win the game. These catches often require strategic thinking and to be performed alone. In a particular case, one student traveled all the way to Newark Airport to catch his target before he boarded on a plane. This shows the passion the game builds, and the freedom of control you have on your choices of attack, defense, and extent of will in the game. Coming back to the quote I previously mentioned, games that require one’s own ideas and thinking will later help your children discover their talents and strengths. They may develop into great leaders, strategizers and creative minds.

Some may argue that games with simulated violence are more detrimental than beneficial to a player’s mental health because with so much exposure to blood and gore they will begin to be unaffected by many of the problems in the real world, and that the inconsequentiality assigned to death and crimes in games players will forget about the ramifications one could face if they reenact anything from their games in real life. This is a valid assertion, but a recent study has shown the opposite, it explains that ‘video games can make children more morally aware’. Researchers believe that when the player is involved with the game they can choose to be a bad character and experience the results being bad has, or play as the good character, and see what the villain has to face in the end, both subconsciously teaching the player to make better choices. This will apply especially from a young age to players.

Video games provide stress-relieving and fun leisure activities for players, but they also help to prepare children to be the best they can be in many aspects, from their hand-eye coordination to their team-work skills. Some of you still may not believe this, but I hope I have swayed some of your opinions, but if I did not that is also okay, you are free to have your own judgment, but at least believe that games with violence do have many beneficial and valuable lessons for your children to learn, and just think, would you have a problem if all the violence was in a book?

By Mehak

Why Violent Games are Perilous for Many Young Teens

Curtains are closed, doors are shut. Not a single light is shining but the screen, flashing with blood marks all over the place. You aren’t aware of the time but you know that your drowsiness is kicking in. You’ve got to finish the last wave of zombies before your mom comes breaking open your locked door and maniacally screaming in your ears. The sweat from your palms that drip down the controller. Your brain is dominated by the tension and stress of this game. Forget all the homework your teacher assigned. Your brain rotting every second you play that game. It’s already 1 a.m. and you’ve gone miles off your bed time limits. Let me ask you, are you facing those times when you just can’t turn off your gaming device? Is your mind full of the disturbing thoughts from your violent game? Well unfortunately, those thoughts will slowly start to sneakily crawl up your brain without you even realizing what they are capable of doing. Addiction to violent video games are able to lead you to many harmful consequences either it’s physical or mental.

Furthermore, violent simulation video games have also been dominating many children’s lives. It is able to make many young kids be more aggressive physically and change the behaviours of them. Most parents agree that violent games can reveal the more aggressive side of their children which leads them to disallow their kids to play violent video games. According to the The Guardian (Peter Etchell and Chris Chambers), through research between many different groups (parents, media psychologists, communication scientists, paediatricians) they have realized that many agree that violent games help the kid’s aggression to kick in more often than usual. “Averaging across all four groups of people, 66% agree with the statement whereas 19% don’t and 15% are on the fence…” Personally, I’m not a fan of many shooter games and my parents aren’t as well. They believe that shooter games are able to make kids think very dark and also very violent. This clearly portrays that many people, especially parents think that violent games are possibly the reason behind the production of aggression in many kids.

Relating to what was stated before, a game called “Killer” has become very popular around the New York High schools as stated in the New Yorker article, “High-Jinks: Shoot-Out” by Guy Martin. The game “Killer” is an annual event that happens every end of the year. Students are made to assassinate specific targets to conquer for victory. This game has a lot of potential of exerting influence of violence. “I’m looking for some good massacres early,”.... Just imagine how violent and gory this sounds. People, especially kids, shouldn’t be looking forward to massacres. There were many people who lost their loved ones as one decided that spraying bullets at innocent people was a good idea. This also illustrates that the kids are very amused by the killing part of the game and not really the teamwork, communication, etc… This could possibly influence kids to become murderers and criminals due to poor decision making, later on in the future. Although, others might believe that most students that are able to play video games like this would be educated as they would assume that they are able to go to school. In my opinion, even though kids are educated about these things, their brains are still in the state of developing, which means that their decision makings aren’t the best currently. Not only have I read many articles online about the violence of video games; as a gamer myself, I’ve also realized how violent some of the games might be. For example, I was playing Call of Duty: Ghosts about an year ago and the story mode was incredibly disturbing and to aid the prevention of addiction and influence of violence, I’ve stopped playing those kinds of games and moved on to other games which are more, I guess, “safer” to play.

Adding on to what was said before, these kinds of violent games are able to promote the use of dangerous weaponry such as guns and knives. This is a possible segway to murdering and many other sinful crimes. Violent video games will be nothing without the use of malignant weapons. The main reason behind the violence in the game is always weapons such as guns, swords, bows, etc… It has been revealed that one of the leading game making company have had a promotional deal with a gun selling company, McMillan Group and Magpul, to promote the sales of their guns in a game called Medal of Honor. Around thousands of people are currently playing this game. Although it might not sound as logical for videogames to make people buy guns but, it is still a chance that many younger fans of the game who still have a blurry vision of where the line between real life and virtual life is at can be very fascinated about the topic of guns and weapons. Not only has Medal of Honor promote the use of guns, other FPS games such as Call of Duty has also boosted the use of weaponry. In 2010, a Norwegian person, Anders Breivik has gone on a rampage after he claimed to have “trained” himself by playing Call of Duty. This

Many ponder on the idea of how violent games can impact the behaviours and thoughts of many teens and kids. As we get more fixated onto the fantasies of many violent games, we are able to grow on the fact that violence is amusing which will later on lead to many detrimental punishments. People who favour violent games over many other hobbies should learn to balance out their lives and also control the amount of time they spend on sheer entertainment. As others might not be affected as much by playing violent games, it’s still a possibility for many others and should keep in mind that violent games can actually affect your behaviours and thoughts.

By Youngchan

The Risk of Games that Simulate Violence

What we learn as kids remains with us for our entire lives, especially when they are being reinforced to us every day. You will never forget your ABC’s or 123’s, not just because you learnt them in kindergarten but also because you use them daily. Similarly, kids are beginning to engage in role playing games that simulate violence at such young ages, that they are starting to leave harmful impacts on the kids as they begin to play the games more often. The games that simulate violence have integrated into our society as something that is acceptable, when it really shouldn’t be. Technically we are teaching kids that it’s okay to run around with a gun and open fire, because that is what they are seeing in the games that they play. Role playing games that simulate violence influence children in perilous ways and should not be something that is tolerated by our society.

Role playing games are “the safe zone”. Just like it is mentioned in ‘High Jinks: Shoot Out’ by Guy Martin, games that simulate violence may be okay when they are being played, but outside the games, the safety barrier is removed and that same behaviour becomes unacceptable. It is hard to differentiate what is right and what is wrong, especially in a society which promotes games where the aim is to shoot someone, as a fun, free time activity. Activities like; laser tag and paintball give kids the thrill of holding a gun with the aim to fire at others. Who is to say that those exact kids won’t pick up a real gun and try those same things? No one can be sure, as children don’t have the same discriminative capabilities as the adults around them.

Now let’s look at the argument that many put forward, that violent role playing games help to improve problem solving and cognitive skills. If teens can easily catch on to these habits from the games, then how can we not expect them to pick up the harmful lessons as well? Many studies, including ones done by Palo Alto Medcial Foundation, kidshealth.org and helathline have proven that “violent content is linked to more agressive behaviour in teens”. Playing these games turns into a habit and starts to be incorporated into kid’s lives, leaving these harsh and negative thoughts running through their heads all day. This leads to pugnacious behaviour that could possibly threaten our society.

Another claim that many will make is that not all games that simulate violence lead to people open firing on the street. Not all farmville players are farmers and similarly not all Call of Duty players are trained shooters but these games increase the risk factor and the possibility of something going wrong. In Norway, during the summer of 2011, a man named Anders Behring Breivik shot 77 people on the streets without being provoked. In an interview with CNN he had mentioned that he, “played Call of Duty; Modern Warfare 2 as a means of shooting practise” leading us to believe that the violent role playing games can have a hazardous impact on the players. It turns out that this wasn’t an isolated incident. In the New York Times article, “Shooting in the dark,” they introduced the fact that “the young men who open fired at Columbine High School” in 1999 were also all video game addicts. This evidence points to the fact that there is a strong correlation between role playing games that simulate violence and the behaviours of children in ways that put communities at risk.

Out of the 41 million teenagers in the U.S, approximately 97% of them play some sort of video game. And out of all the video games sold in the U.S, 55% are categorized as either shooter, action of fighting games. Why are we promoting violence over sport, or combat over education? Our top selling video games should teach kids valuable morals that don’t pollute their brains with negative ideas. These so called sources of entertainment pose harmful threats on the people playing them as well as those around them. Understanding this could prevent an innocent citizen from being shot on the street because the shooter was heavily impacted by the violent games he played. I am not suggesting that these games be banned, but closely monitored so that risks are reduced and we can live in a safer environment.

By Aditi