Games
Games
Games
Mohammed Alnemer
C. Douglas
English 112-58
17 April 2016
Safe in the Room but not in the Game
Humans crave socialization. It is what not only ensures our survival, but adds to our
overall happiness and success. As technology advances, society gets more and more attached
to it, as it continues to connect us with our significant others and with the world in general.
Video games are a perfect looking glass into the short but profound history of our relationship
with modern technology. Although much of its development has only happened in the past
few decades, the growth experienced within that time has been extremely big. From the first
big and heavy game consoles with box-like graphics to todays travel size machines and high
definition visuals so well done that the audience can see sweat drops on their character, the
recent feats in engineering and computer science are definitely bringing advantages to our
society. Today, nearly everyone has played a video game at some point in their life, and many
play it on a regular basis, either on their TV screens for hours or on their cellphones to pass
some time. People like them because they can engage in them, not just play for a few
seconds. However, the impressions left by them may be stronger than what the average gamer
may be aware of. After researching the effects of video games on human brains and lives, it is
easy to see that there is a correlation between video games that are violent and negative
effects on those who play them. The people that tend to play video games more often and for
longer hours at a time usually have physical side effects (such as poor nutrition and/or low
hygiene), decreased social skills (as well as the desire to be social), and increased violence in
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situations outside of playing the game. These effects are dangerous when applied to a child
because they learn fast and dont measure the consequences of their acts. Although video
games should not be totally restricted, there should be more limits on video game
manufacturers when depicting real violence as it has side effects toxic to society at large,
combined with a push to create strategy-based and educational games, instead.
Think about a typical six teen year old boy attending high school in the United States.
Day after day, five days a week, he is required to learn about several subjects in which he
most likely has no personal interest in, forced to read and read until his eyes eventually just
look over the page, not remembering a word he read by the time he got to the end of the text.
After school, he instantly comes alive as he turns on his X-box, strategizing (or trash talking)
with other players, shouting, expressing joy at victories and anger at losing. Where was this
energy when he was stuck in class and why does it appear now? Quite simply to understand,
its because because video games are something he considers fun. Whether two-player or a
Massive Multiplayer Online Role-Playing Game (MMORPG), players are able to build
alliances with other games, attain goals together, and even create life-long partners and
friends while watching their character grow (Young, 3). This replaces a social side that many
teenagers struggle with during an extremely challenging and complex transition filled with
peer pressure and environmental distress (Young, 5). This turns video games into an
emotional help and possibly a budding addiction, one that could be just as dangerous as
alcohol or gambling. In fact, gamers exposed to games (especially violent ones) at a young
age and play for long hours on a daily basis tend to suffer from emotional problems or low
self-worth and self-esteem (Young, 2). In a meta-analysis of 130 studies focusing on the
effects of playing video games, violent games played by children were found to have many of
consequences, as it increases aggressive thought and behavior; increases antisocial behavior
and delinquency; engenders poor school performance; and desensitizes the game player to
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violence (Gruel, 3). These are not facts to be taken lightly as children make up the leaders,
workers, and families of the future. The law has already recognized that minors must have
more limitations with stronger enforcement than adults since they lack the maturity to make
wise judgements as well as a sense of responsibility (Gruel, 4). Therefore, it is
undoubtedly within the best public interest to limit sales of violent video games to minors.
Although society may still be in the process of discovering how video games affect us
as well as collecting evidence to show it, neuroscientists and psychologists are more rapidly
making attempts to understand it. Those that are still not convinced of the negative side
effects (no matter how unintentional they may be) of violent video games need look no
further than their physical effects. Small children are especially affected by the games
because the sounds and lights on them are very attractive for their young brains. Increased
exposure to violent video games actually renews connections of the brain and can damage
brain development (Derbyshire). They were found to depress activity in the frontal cortex
the part of the brain that is responsible for executive thought and function, produces
intentionally and the ability to plan sequences of action, and is the seat of self-reflection,
discipline, and self-control (Gruel, 3). The link between common physical aggressions after
playing was even stronger than that between second-hand smoke and cancer. Additionally, the
effects of social media, which has also dominated modern lives, enhances video games
effects. Those consequences include, according to neuroscientist Susan Greenfield, shorten
attention spans, encourage instant gratification, and make young people more self-centred
(Derbyshire). That is not even including the physical side effects such as poor hygiene,
Carpel Tunnel Syndrome, and bad nutrition, which can be a prominent and cumbersome issue
well into adulthood.
Considering that this is a time where all forms of media and advertising show more
nudity and violence than ever before, the pervasive nature of violent video games must be
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limited, as restricting sales to minors is not enough. The video game industry is not blind to
this issue, and created an effective self-regulating mechanism called the Entertainment
Software Rating Board, or ESRB, to promote awareness in ratings and facilitate parental
control. Through a rigid process, video games are given an age-based rating that provide
accurate content descriptors and summaries, with detailed information on depictions of
violence, gore, and the use of alcohol and tobacco (Spelman, 1). Video game manufacturers
are not required to obtain an ESRB rating, but they are heavily incentivized as most gaming
consoles cannot play unrated games (Spelman, 2). The powers held by the Board are many,
and they even have the power to change a rating post-release, recall games, and fine
manufacturers up to $1,000,000 for manipulating or violating Board rules (Spelman, 3). They
are definitely not an entity one would want to manipulate, yet their efforts are still not
enough. Ultimately, that sixteen year old boy could still gain access to whatever game that
can damage his health via an online torrent, borrowing the game, or simply having someone
else buy the game for him. Parental controls are essential in protecting children, yet some
parents may not care if their child wishes to play, and some gaming stores may still sell the
game to minors. Yet it should be noted that the risks of video game addiction, though more
damaging on youngsters, has no age limit and can just as badly affect adults.
Much evidence has been presented proving that violent video games can contribute to
increased aggression, a stunt in brain development, and low social skills, among other issues.
The ESRB does provide a measure of protection, but it is not enough. Instead of simply
restricting the sales of games, there must be a push towards creating more strategy-based
developmental games, whilst not targeting young audiences for more mature ones, such as the
popular Grand Theft Auto franchise. The power of video games as an educational tool is
seriously underrated, especially considering that it has been proven to develop their
[childrens] problem solving skills by using their desire and enthusiasm to play (Alshaiji, 2).
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In fact, in a case study in which two groups were given either a relaxing or violent game to
play, those that were given the relaxing game were asked to do a small favour after playing,
and showed more empathy and helpfulness, versus the ones who played the violent game and
trivialized the task (Flanagan, 3). The significance of non-violent games is evident, and can
make a positive impact on the most important leaders of tomorrow: the youth.
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Works Cited
Alshaiji, Ohoud Abdullatif. "Video Games Promote Saudi Children's English Vocabulary
Retention." Riyadh: King Saud U, n.d. 123-30. Print.
Derbyshire, David. "Social Networking Sites Harm Children's Brains." Are
Social Networking Sites Harmful? Ed. Stefan Kiesbye. Detroit: Greenhaven Press,
2011. At Issue. Rpt. from "Social Websites Harm Children's Brains: Chilling Warning
to Parents from Top Neuroscientist." Daily Mail 24 Feb. 2009. Opposing Viewpoints
in Context. Web. 28 Feb. 2016
Flanagan, Jack. Violent Video Games Promote Antisocial Behaviors. Violent Video Games.
Ed. Roman Espejo. Farmington Hills, MI: Greenhaven Press, 2015. At Issue. Rat.
from Its True: Violent Video Games Turn You Into a Jerk. The Kernel (30 Jan.
2014). Opposing Viewpoints in Context. Web. 28 Feb. 2016
Gruel, Steven F. "Violent Video Games Cause Aggression in Children and Should
Be Regulated." Media Violence. Ed. Noah Berlatsky. Detroit: Greenhaven Press,
2012.
Opposing Viewpoints. Rpt. from "Brief of Amicus Curiae." Schwarzenegger v.
Video Software Dealers Association and Entertainment Software Association.
2010. Opposing Viewpoints in Context. Web. 28 Feb. 2016.
Spelman, Paul B., et al. "The Video Games Rating System Is Effective." Violent Video
Games. Ed. Roman Espejo. Farmington Hills, MI: Greenhaven Press, 2015. At
Issue. Rpt. from "Brief of the Cato Institute as Amicus Curiae Supporting
Respondents." (Sept. 2010). Opposing Viewpoints in Context. Web. 24 Feb. 2016
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Young, Kimberly. "Online Game Playing Can Be Addictive." Addiction. Ed.
Christine Watkins. Farmington Hills, MI: Greenhaven Press, 2014. Opposing
Viewpoints. Rpt. from "Understanding Online Gaming Addiction and Treatment
Issues for Adolescents." The American Journal of Family Therapy 37
(2009). Opposing
Viewpoints in Context. Web. 28 Feb. 2016.