In psychology and allied disciplines, there is constant discussion and investigation into the impact of violent gameplay on children’s conduct. Many individuals think that video games are harmless and just for amusement. On the other hand, prolonged gaming sessions may cause an addiction to gaming. A few of the most prevalent signs that youngsters experience from prolonged gameplay use are melancholy, anxiety, and irritability. “Excessive gaming is associated with social and behavioral issues, according to research.” As mentioned, there has been a rise in undesirable behavior linked to prolonged video game play.
Additionally, the kind of video game they are playing may have an unpredictable mental impact on them. Consequently, numerous studies have been conducted, demonstrating that youngsters who engage in violent gameplay are more likely to grow up to be violent adults. Such people’s exposure to violent situations stimulates their brains in ways that majorly affect how they model conduct (Hilgard et al. 757). A scientific study and public concern have been sparked by the rapid surge in the popularity of gameplay as an integral part of kids’ development. Studies show that confident kids may be more susceptible to the impact of gameplay (Hilgard et al. 757). The impacts of gameplay on kids’ psychosocial growth are still much discussed.
It is crucial to note gameplay to increase education of their impacts because, as far as experts are concerned, video games primarily activate the parts of the brain that control movement and vision. As a result, other brain parts that influence behavior, emotion, and learning may need to be developed more. Researchers conducted a case study to demonstrate how children’s exposure to violent gameplay affects their cortisol standards and cardiovascular development. They aimlessly assigned kids to play violent or peaceful gameplay as the experiment’s first participants. Before they began, they ensured that every game was suitable for players of the current age. Analyses of the physiological stress brought on by the gameplay included baseline measurements of cortisol and cardiovascular activity as variables. To assess cortisol and cardiovascular activity levels, participants were required to submit a saliva sample and monitor their heart rate and mean arterial pressure in a computerized room before, during, and after the game (Hilgard et al. 757). After completing the game, the kids were asked to complete routine work and rating forms—which were meant to gauge aggressive thoughts. Children played two games: Finding Nemo, a benign game in which players search the ocean for Nemo, and Spiderman, a violent game in which he fights off attackers firing at him. A modified Word Completion Task was utilized to assess the reachability of assertive apprehension. After playing violent gameplay, children were more likely to think assertively and experience changes in their cortisol and cardiovascular activity (Hilgard et al. 757). This was the expected outcome of the experiment.
Children’s brain development is impacted by media exposure that depicts violence. Kids who are repeatedly exposed to violent content may get desensitized to violence and lose the ability to distinguish between reality and fiction. Children who are desensitized to stress are more prone to respond violently when faced with complex conditions. Violent media can also impair motivation and the development of decision-making abilities by altering cognitive processes. The prevalence of violent media portrayals of problem-solving may impact children’s ability to solve problems (Coyne et al. 1868). Children exposed to such media may develop a greater tendency toward aggression when resolving disagreements in their everyday lives. Today’s youth are shaped by violent media portrayals when it comes to what is considered “appropriate” behavior.
Furthermore, children’s academic performance may be impacted by violent video games, per a study conducted. Their goals and objectives were to ascertain the influence, frequency, and behavioral patterns of school-aged children exposed to violent video games and the effect on academic achievement and peer relationships (Coyne et al. 1868). Three hundred fifty teenagers were chosen from various schools to continue the study. A questionnaire covering demographics, video game behaviors, and the impacts of gaming on adolescents was used to interview each of them. Ultimately, “of the participants, 65% played video games, with half of them favoring violent games.” 56% of parents said they did not keep an eye on their kids’ video game material (Coyne et al. 1868). The individuals who engaged in violent video games said that there was a strong likelihood that they would use the violent techniques they had learned. When their parents tried to stop them from playing violent video games, both boys and girls became hostile (Coyne et al. 1868). When the males and girls were compared, the boys performed worse academically and became more aggressive.
Children may become more hostile and desensitized as a result of watching violent media. Exposure to violent content regularly might cause violent thoughts and feelings. These emotional states may cause young people to become more aggressive, manifesting as physical conduct (Gentile et al. 40). Youngsters can learn by watching or applying the social learning hypothesis. Observing such behavior may lead them to believe it is worthy of notice or support. This leads to desensitization and an increased risk of mimicking. Recognizing the influence of media and how it shapes young people’s behavior are two crucial components, among others. The family atmosphere is also essential, particularly during the holidays (Gentile et al. 40). Children are more likely to behave well when they grow up in homes with nurturing caretakers. Peer pressure, mental health, and economic circumstances are just a few of the variables that affect children’s behavior in addition to their parents. According to certain studies, there is a correlation rather than a cause-and-effect relationship between violent content online and in real life (Gentile et al. 40). Although there is a link between damaging media exposure and aggressive behavior, there are other factors at play. Even when the research was completed, many aspects that may have been explained were left out entirely (Gentile et al. 40). The time it took the kids to act violently, the number of hours they played the game before they grew dependent on it, and the participants’ post-study lives were among the subjects that were overlooked. Children might have continued to act violently toward anyone in their surroundings as a result of the study (Gentile et al. 40). Furthermore, the trials were beneficial only temporarily; extending the experiment’s duration might have produced a different outcome. Moreover, no previously stated research did not resolve the problem for the impacted children.
In conclusion, kids should refrain from playing video games with solid content. Despite their appearance, these games are not typical. To start, parents should buy their kids games with excellent care and awareness of what they are playing. Although numerous studies have confirmed the conflicting impacts of violent game play on children’s behavior and growth, not all kids experience these effects. Nevertheless, youngsters are likely to become hostile after playing unsupervised for longer than they should for extended periods. Researchers may look into how playing violent video games affects kids’ perceptions of the actual world and their ability to imagine. Enforcing strict regulations, such as limiting the age at which games are played, should begin at the locations where gaming occurs. A relationship is established with the reader by discussing the media’s potentially intense impact on kids and potential parental worries. Empathy may be fostered by active participation.
Furthermore, while talking about the adverse effects of violent media on kids, a neutral tone is maintained. Additionally, the paper makes a coherent and ordered case and offers proof. Furthermore, scientists have warned that playing video games can stunt the development of other brain regions that control character, sense, and studying. They only activate the sides of the mind that control sights and motion.
Works Cited
Coyne, Sarah M., et al. “Violent video games, externalizing behavior, and prosocial behavior: A five-year longitudinal study during adolescence.” Developmental psychology 54.10 2018: 1868.
Gentile, Douglas A., Patrick K. Bender, and Craig A. Anderson. “Violent video game effects on salivary cortisol, arousal, and aggressive thoughts in children.” Computers in Human Behavior 70 2017: 39–43.
Hilgard, Joseph, Christopher R. Engelhardt, and Jeffrey N. Rouder. “Overstated evidence for short-term effects of violent games on affect and behavior: A reanalysis of Anderson et al.(2010).” (2017): 757.