Saturday, September 28, 2019

Assess the claim that video games have had a negative effect on Essay

Assess the claim that video games have had a negative effect on society - Essay Example Conversely, the negative effects of playing video games include the violent behaviour that they might teach the gamers as well as increasing the player’s perception of danger and risk in the real world. Furthermore, playing video games increases the player’s level of control, by influencing the adoption of violent behaviour. Watching video games is likely to affect the conception of teenagers, making them view the society as a gaming environment. The negative influences of Video games in society The first negative influence of video games is that they augment tendencies towards crime development and violent behaviour among young viewers. Different studies have been done in this area, and many of them have established a correlation between the two aspects. One of the studies done in the area showed that some negative patterns associated with video games were likely to trigger adverse behaviours such as shooting at school or within the community (Kutner and Olson 2008). A mong the widely accepted controversy about the effect of video games was that of Exidy’s game of 1976, under the title Death Race (Bensely and Van Eenwyk 2001). In the game, players would direct cars that would run over gremlins with the game becoming a major concern that consequently led to its withdrawal from stores after its sale was disallowed (Bensely and Van Eenwyk 2001). ... Video games are likely to affect the society negatively since they are a channel through which sexual themes are communicated to its viewers, and many times among the young generation. These themes, communicated through the video games, cultivate the development of sexual behaviours depicted through the games, which is much influential among teenagers. One major example of a video game that communicated sexual themes is the hot coffee mod and grand theft auto where the player stimulates sexual inclined actions among the girlfriends of the main character. Later in 2005, due to the extreme effects of the video game on its players particularly teenagers, the ESRB (Entertainment Software Rating Board) changed the game’s rating to the ‘adults’ only category.’ Furthermore, the game’s sale was restricted from sale at many stores. Many adults felt that the game promoted the adoption of sexual behaviour among its players, and the effect would be worse among t eenagers since they were less knowledgeable than adult players (Meli 2011). The negative effect of video games in communicating sexual themes was also demonstrated through the effect of Rapelay, which revolved around the theme of rape. Many viewers and public views agreed unanimously that the game could promote the development of raping behaviours among young and adult players. The sentiments triggered worldwide campaigns in opposition of the game, which led to its banishment (Meli 2011). Games are used as a platform for the negative portrayal of gender stereotypes and roles. Through many video games, the roles of males are portrayed as those of muscled, hard bodied people, while the females are

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