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Impact of Violent Video Games on Adolescents

2023-03-01 14:11:18

In adolescence, video games became famous. Video games released in the past decade will cause some speculation if children are suitable for playing. Some states even tried to solve this problem by prohibiting the distribution of unpleasant video games to minors. The popularity of first-person shooter games is increasing. Some experts say that the violence of teenagers playing games will also increase. More realistic and engaging and increasingly violent games will lead to more violent behavior for young people in the coming years.

The purpose of this research is "to investigate the impact of video games on society to judge whether it will lead to aggressive and violent anti-social behavior." In this article, it shows how the video game can have a big influence on teenagers of society. The impact of video games on society is clear. "Exposure to violence in video games is considered an important risk factor for aggressive and violent behavior" (Tompkins 2003)

Violent video games pose many dangers to children and young people. Check out the effects of violent video games and the psychological processes that these video games can affect players. Moderator to consider the relationship of effects of violent video games such as personal differences and game functions. II

Video games, particularly violent video games, are increasing in popularity among children and teenagers in today's society. There are about 6 billion children 2 to 17 years old playing video games. Recent events such as Stoneman Douglas High School in February 2018 had many guesses that led students to commit such a violent crime. People are currently accusing media and violent video games for recent shooting incidents in our school system. There are many factors that can cause violence, but is there any possibility that violent video games cause youth violence?

Discussions on the psychological and behavioral impact of playing violent video games has recently led to violent video games that increase the positive influence of teens and this problem is currently being solved. However, other researchers have discovered that they do not have adverse effects or even plus (diarrhea) effects. In this research, we show that these different conclusions are mutually exclusive, and can be explained by the evaluation method and analytical method being used. We let teenagers make violent video games (Quake II) and measure anger before, during, and after the game. The result shows that some people have increased, some people decline, and the anger level of most people does not change.