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Running head: ARGUMENTATIVE PAPER 1
McLane 9
Ebony McLane
MLS500
Professor Dutkowsky
November 27, 2016
Argumentative Paper
Abstract
Video games have failed to influence violent behavioral behaviors among the users in the society. Few studies have proved that video games escalate to high violent rates. The paper takes a step to determine the above cases. It uses some research studies done on the topic to draw certain data that builds knowledge concerning the thesis statement. It concludes by summarizing the problem and giving way forward on the research topic.
Thesis Statement
The society comprises of many video games controversies based on scientific/social arguments on their content and impact to the early development of human beings. The debates state that the games alter attitudes and behavioral traits of the young players. The controversies have existed for the past three decades; with many video games advocates saying that they possess an emotional status, and somehow act as education tools. Some of the detractors continue to argue that video games have a harmful effect and should undergo regulations. The above controversies have and continue to suffer a scientific study to disapprove them.
Some of the known effects of video games include aggression, addiction, social development, violence, stereotyping, sexual morality, mental and physical and health problems. However, the effects have a questionable status (Carnagey, Anderson and Bushman, 490). The paper tries to prove that the aspect of playing video games does not impact violence in any given society but may lead to factors such as addiction and other related health problems.
Introduction
According to the social learning theory; human beings acquire behavior through observation and social interaction with those around them. About video games, scientists have failed to come up with conclusive evidence to support the aspect of learning violent behavior from playing the video games. As much as most video game players have depicted instances of aggressiveness thoughts from a study in Singapore; video games only affect health problems and addictions.
Violent behavior does not escalate from having too much video games. However, the aspect of playing video games influences stress relief, teamwork, and improved mental functioning among other benefits. The problems related to video games have a minimal status as compared to the advantages (Bartholow, Bushman and Sestir 435). Studies have failed to link the above-stated notion of playing video games and influencing violent behavior among the youth.
Advantages of Playing Video Games
As stated in the introduction and the thesis statement, many types of research have come to the conclusion that video games possess many advantages as compared to disadvantages on the psychological and physical well-being of children as they continue growing and developing (Ferguson 475). The first benefit of video games includes the aspect of improved coordination between the mind, eyes, and hands. It provides entertainment for children growing up; eliminating boredom. The following comprises of the benefits found in playing video games:
Overcoming Dyslexia and Autism
Dyslexia in most has an impact on the status of attention among children. Dyslexia reduces concentration and the process through which individuals acquire information from their surroundings. Studies have continued to show that big gaming actions have improved reading comprehension and attention in the classroom. Due to the intense focus needed in achieving levels in video games; the users have continued to become attentive, influencing them to overcome dyslexia and their related causes.
On the other hand, the gamers that use systems incorporating their entire body so as to control onscreen movement tend to engage more celebrating victories with their buddies which counter autism. Several studies involving gamers sharing space with more than two players showed that it led to increased social communication and interaction for the gamers suffering from the disorder.
Boosting Intellectual Capabilities
Most of the users of video games possess high intellectual capabilities. Video games have milestones that require wits and patients. The users have to spend time thinking on how to cover discoveries without starting from the beginning. As the milestone advance, so does the game become hard; individuals have to combine algorithms in their minds for them to achieve the milestones and earn some points. Research has it that continuous video playing influences thinking abilities in a positive manner and the users turn out to be intelligent individuals taking courses in mathematics, statistics, engineering and so on.
They prove to be the problem solver in the society due to their high thinking abilities and problem-solving personalities (Walkerdine 21-25). Video games also influence individuals to think fast because the games display new information in a constant manner during the playing session; forcing the player to adapt quickly. Research undertaken on video gamers and non-video gamers proved that video gamers had a 25% reaction to questions concerning an image as compared to non-video gamers.
Influence Team Spirit among Gamers
Video games require individuals working together to achieve milestones. The users have to sit in groups of two or more to enable them to win a milestone. Users that have played video games for an extended period tend to work well in teams in their physical activities and situations that require efforts from many participants. Such individuals know how to interact and communicate with those they work with in their respective teams. They also know how to divide roles while undertaking milestones in group activities (Anderson and Dill, 773). Most of them tend to become team leaders and focus on achieving goals without any conflicts.
Improving Eye Sight
Research has disapproved the notion that sitting close to the television destroys an individual’s vision. According to scientists and researchers, video games improve the vision of the users. Studies done over a period of 10 weeks on users playing video games during the study period showed improved vision. The above means that children who tend to spend most of their time playing video games have their eyes improving as they continue to take part in the activity.
Stress Reduction
However the stance has an uncertain status, researchers have proved that action games reduce the motivation to acquire bullying behavioral traits. From one study, that had the players assume the hero’s and villain’s role showed that the players that controlled the villain’s behavior showed remorse over their depicted actions. They used the video games and the several milestones to reduce their stress. The video games made them concentrate on the milestones; influencing them to forget their problems.
Disadvantages of Playing Video Games
The disadvantages of playing video games have a limited status; they comprise of the following:
Addiction and Computer Vision Syndrome
Video games have an addictive influence on the users because of the many exciting and challenging milestones undertook. The users sit for several hours and fail to conduct other activities. The relationship between playing video games and time spent on the activity has a relative status. One may not know how time moves quickly until they stop playing. The users stop all the other events to take part in the games. The computer vision syndrome originates from the act of continuously staring at the screen for longer periods. Individuals acquire eyestrain and pain due to the frequent use of the computer. It increases straining to the eye muscles (Carnagey, Anderson and Bushman 491). The above may lead to eye irritation and headaches among other problems. However, the above has limited proof.
Escalating Anti-social Behavioral Traits
Many game users spend most of their time playing video games and fail to have a social life. They spend much time communicating with their computer screens through the games they play. They also have few friends that have the same habits like them. Due to the enormous amount of time spent on the games; most of the users tend to have lonely lives characterized by poor communication with those around them.
Health Problems
Playing video games require one to sit in one place and only move their fingers and thumbs around; an adverse health influencing factor. The continuous playing of video games in affect health problems such as diabetes, arthritis, heart diseases and so on. It also affects weight gains since one does not take part in physical activities leading to a status of high blood pressure.
Research on Playing Video Games and Violence
The correlation between playing video games and violence influence have a vague status. Limited research has occurred to prove the above case. Some of the scientists have proposed that specific conditions such as the antisocial personality disorder may show the individuals with high risks of acquiring great traits after spending much time playing video games. Some studies have shown that video games increase the state of addiction, which increases their anxiety levels and status of depression. Video games may also affect people with a predisposition to violent behavior on a greater scale as compared to the ones with a calm behavior (Funk, Baldacci and Pasold 30).
On the other hand, biological theories related to hurt and aggression have disapproved video games as the major influence of violence. They state that limited evidence concerning the above case exists. The catalyst aggression theory originates from the diathesis-depression perspective indicating that assault occurs from combining environmental strain and genetic risks in individuals. Aggression arises from the combination of stress and antisocial personality. It continues to agree that peers and the family among other social factors influence the status of aggressiveness. Video games and media have a limited impact towards aggressiveness among individuals.
The general aggression theory states that the violence stimulated by video games may affect the feelings, thoughts, and physical arousal on a short-term basis (limited long-term basis). Statistics from research in the Federal Department shows that juvenile crime lacks a connection to video games and the media. The criminals in the above-stated category have committed their crimes without any relation to video games. According to some research, young gang members who have taken part in school gun shooting in one way or another play video games (C. Anderson 115). However, the hypothesis lacks a certain status because most of the young people in the United States of America play video games; meaning that all of them possess as violent personalities. People confuse impact of video games to mental instability and poor life quality in the homestead. Violent crime may occur when people undergo socioeconomic challenges in the home environment, and also when they experience unstable mental disorders that distort their thinking.
Conclusion
Video games have come a long way to change how people think and also contribute to the economy of many countries. Many gaming companies continue to build sophisticated gaming hardware and software which sell highly in the market. The above contributes to employment, socioeconomic development, and impacts innovation in a positive manner. Limited research has occurred to relate video games and violence. The paper and other research conducted show that video games have more advantages as compared to disadvantages; violent outcomes among video gamers remains at a lower rate as compared to other factors. Extensive research needs to be undertaken to enable researchers to come up with well-defined data proving the relationship between video games and violence in the society.
Work cited
Anderson, A C, A D Anderson and E K Buckley. Violent Video Games Effects on Children and Adolescent. Theory, Research and Public Policy. Oxford: Oxford University Press, 2007.
Anderson, C. A. "An update on the effects of playing violent video games." Journal of adolescence 27.1 (2004): 113-122.
Anderson, C. A and K. E Dill. "Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life." Journal of personality and social psychology 78.4 (2000): 772-775.
Bartholow, B. D, B. J Bushman and M. A Sestir. "Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data." Journal of Experimental Social Psychology 42.4 (2006): 532-539.
Carnagey, N. L, C. A Anderson and B. J Bushman. "The effect of video game violence on physiological desensitization to real-life violence." Journal of Experimental Social Psychology 43.3 (2007): 489-496.
Ferguson, C. J. "Evidence for publication bias in video game violence effects literature: A meta-analytic review." Aggression and violent behavio 124 (2007): 470-482.
Funk, J. B, et al. "Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?" Journal of adolescence 27.1 (2004): 23-39.
Walkerdine, V. Children, gender, video games: Towards a relational approach to multimedia. New York: Palgrave Macmillan, 2007.