Olson suggests that the deliberately outrageous nature of violent games, though disturbing, makes them easily discernible from real life and suggests that the interactivity could potentially make such games less harmful. She raises the question of how these two behaviors can be linked if youth violence has declined over the last several years while violent video game playing has increased significantly during the same period. This analysis ignores the fact that such variation may be explained by factors other than the link between the two. A spurious variable—a third variable that explains the relationship between two other variables—may explain the negative correlation of video game playing and violent behavior.
This popular form of media has both positive and negative effects on children.
The most widely acknowledged "positive" impact is that video games may help children improve their manual dexterity and computer literacy. Ever-improving technology also provides players with better graphics that give a more "realistic" virtual playing experience. This quality makes the video game industry a powerful force in many adolescent lives.
However, studies also show that video games with violent content are linked to more aggressive behavior in teens.
This is a concern because most of the popular video games contain violence. Part of the increase in aggressive behavior is linked to the amount of time children are allowed to play video games—and daily media use by children is increasing significantly.
A survey by the Kaiser Family Foundation found that youth age 8 to 18 devote seven-and-a-half hours a day to entertainment media.
Less than half of the kids surveyed said their parents have rules about the shows and games they can watch or play.
In interactive video games, players are encouraged to identify with and role play their favorite characters. Players move up in game levels as their character masters skill and wins.
In a video game about stock cars, winning may mean winning the race. But in many of the popular games, players move up levels by winning fights or battles. Players directly benefit from engaging in acts of violence.
This method of repetition has long been considered an effective teaching method in reinforcing learning patterns. Research has also found that, controlling for prior aggression, children who played more violent video games during the beginning of the school year showed more aggression than other children later in the school year.
However, you can decrease the negative impact that they have on your child. Here are a few tips: Know the rating of the video games your child plays see below. Set limits on how often and how long your child is allowed to play video games.
Take the time to discuss with your children the games they are playing or other media they are watching. Ask your children how they feel about what they observe in these video games, television programs or movies.
This is an opportunity to share your feelings and grow closer with your child. Share with other parents information about certain games or ideas for helping each other in parenting.
The major video game manufacturers created this board after concerned groups applied pressure over the content of video games.
The ESRB rates over 1, games per year. The ESRB looks at a number of factors when rating games. In particular, it considers the amount of violence, sex, controversial language, and substance abuse found in a game. Based on its developed guidelines, the ESRB then gives an age recommendation and content descriptor to each game submitted.
Early Childhood EC Content should be suitable for children 3 years and older and contain no objectionable material. Everyone E Content suitable for persons ages 6 and older.
The game may contain minimal violence and some "comic mischief. Mature M Content suitable for persons ages 17 and older.
Content definitely has more mature sexual themes, intense violence and stronger language. Adult Only products are not intended for persons under the age of The ESRB Web site has more details about this rating system, as well as the "content descriptors" that are used in conjunction with the ratings on game packaging.
The site is also useful for parents who want to search for the rating of a particular game. Back to top References Gentile, D.
Media in the Lives of 8- to Year-Olds.The Impact of Video Games Video games are a unique form of entertainment because they encourage players to become a part of the game's script.
Although video games have been available for more than 30 years, today's sophisticated video games require players to pay constant attention to the game. The psychological processes underlying the impact of playing violent video games on subsequent displays of aggression are most likely to include emotional desensitization When buying groceries, many shoppers prefer certain products simply because they have a familiar brand name.
The assessment measure developed for this study, Social Evaluations of Video Games Survey for High School Students, was designed to assess adolescents’ attitudes towards and evaluations of gender stereotypes in video games as well as their video game playing habits.
The consumption of violent media is a topic for discussion with regards to its impact on impressionable American youths. The question of whether or not violent video games can have a negative impact on the mental health and psychological stability of children is an important one/5(11). What is less certain is how this activity might affect their lives.
THIS STUDY involved adolescents (average age of 13) and assessed the amount of time they spent playing video games and the.
Violent video games should be discouraged because they have harmful effects on children’s mental development (7,47). Parents should be advised to familiarize themselves with various rating systems for video games and use this knowledge to make their decisions.