With the development of technology a very important technological advancement for entertainment that was developed and improved over time were video games. Video games have been a growing area and a highly developing area. With new games and consoles launched every year, video games have interested people around the globe and people of different ages. In today’s time, video games have become a way of teaching children, a way of learning through adventures games. Other genres include, action games or also known as violent games, drawing games, role-playing, simulation, strategy, racing (vehicle-stimulation) and also health games.
However, Video Games have faced a lot of criticisms especially with the introduction of violent games. Since majority of the gamers are teenagers; it is believed that these games affect the growing minds of these gamers and have made them violent. However, I do not support this statement as violent games do affect the gamers but it is not a long-term effect. As stated by Kyle Orland, “violent video games don’t cause any long-term psychological harm”(2011). Researchers find that people serving time for violent crimes typically consume less media before committing their crimes than the average person in the general population.
The overwhelming majority of kids who play do not commit antisocial acts. The strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure. The moral panic over violent video games is doubly harmful. Video game violence differs from violence in television or the movies because people playing the games are actively involved in the aggression, and in some games, receive rewards and incentives for committing virtual violent acts, according to background information in the study.
Other research on video games and violence has tested gamers soon after they played a game might not reflect long-term effects. “Emotional memory is a really important part of your cognitive functioning. If you don’t remember negative or harmful situations, you can’t learn from them and avoid them in the future,” (Serena Gordon, 2011). Video games do not convey ideas and thus enjoy no constitutional protection. Violence has always been and remains a central interest of humankind and a recurrent, even obsessive theme of culture both high and low.
It engages the interest of children from an early age. To shield children right up to the age of eighteen from exposure to violent descriptions and images would not only be quixotic, but deforming; it would leave them unequipped to cope with the world as we know it. Games are perhaps the only medium that allows us to experience guilt over the actions of fictional characters. In a movie, one can always pull back and condemn the character or the artist when they cross certain social boundaries. But in playing a game, we choose what happens to the characters.
In the right circumstances, we can be encouraged to examine our own values by seeing how we behave within virtual space. All types of games have an effect on gamers. Violent games have their own effect causing a span of aggression but not highly affecting them in the future. Violent games can be known as a form of removing frustration for some gamers and also a form of expressing their feelings towards certain areas of life. Violent games can be harmful if excessively played but that reaction is only witnessed for a short-term. Violent games may affect only those gamers who may have psychological problems or a difficult childhood.