Some researchers have assisted in distinguishing correlation from cause. Some teenagers have pre-existing aggression to play more aggressive video games. Therefore, in this case, the relationship would not suggest that video cause the aggression (Anderson, Craig A., et al.).
The violent video games that the youth play and watch cause mental disturbance. Therefore, based on observation, the violent video games make the youth habitual and divert their attention from essential studies at school and learning about moral behavior. It is evident that the young youths who have become addicted to playing the video games have less time listening to significant information for cohesive and moral development. Moreover, during these video playing sessions, the youths can learn abusive languages and violent behavior which disturbs their mental status. Therefore, they transfer these abusive languages to the society as a region of practice thereby causing problems to the society. Most of them tend to live a life that they watched or played in the video games since they seem interesting and due to the active implementation of the juvenile stage. However, there is some video content that is important in the cognitive development of youth especially in the line of technology. Therefore, if the video game is good, it will be educative, but if it is bad, it can cause detrimental effects on the child. The recent research on the video games showed that about 89% of the video games have violent content and 50% of the games have severe violent actions towards another game character (Robinson & Nick).
Moreover, some of the video games cause psycho-social problems in their life of the youths who play these games. First, the youths playing the violent games, the interaction with the family and relevant people in the society is reduced which makes the youths psychosocially isolated. Additionally, most of the youths tend to take the games as a role model and tries to behave like the characters in the video such as obsessive and social behavior problems. “Researchers suggest that playing violent video games show increased aggressive behavior which leads to aggressive responses in children.” (Bijvank, Marije Nije, et al.). A youthful stage is essential for development since it can make the child responsible or irresponsible. Therefore, whatever they learn during this stage easily becomes part of them and so the negative impact which they take through the video games impact their further life. Thus, due to the age factor, there is a lop hole for the violent video games to take advantage and influence them psychologically.
However, some of the parents and teacher do not have any problem with the video games whether violent or not. These parents have argued that the violent video games assist the children in developing their minds and improving their cohesive technological value in the society. First, there are no valid records to validate the claim that the youths and children who play the video games are on the rise, but there is more data on the fact that violent video games have negative consequences on the youths in the society and affects their natural life. The adverse effects of these video games are evident in various platforms such as in schools, homes and the cycle of friends who interact with the youths playing. For example, the youths playing with their fellow youths during games times or at home after school have been about the characters they watch and play in the games. Moreover, they tend to fight the same way the characters fight in the games and in the case of arguments they usually use the same languages to counteract with their peers or family (Huesmann & Rowell). Therefore, it is evident that these negative effects on youth’s behavior are evident as compared to the positive impact.
It is vivid that some video games are harmful to the youths in the society for various ways and reasons. The violent video games that the youths play affect the society through a change in behavior and alteration of social status. It is evident that the violent video play has altered the way the youths behave in the society regarding handling misunderstanding and fight with other peers and the family as well. Therefore, the aggressive, oppressive and other violent behavior has been evident through some of these youths who spend most of their precious times playing the violent video games. Thus, the content of the video is significant for the parents and the society to prevent the violent behaviors of the youths in the society. The parents should check the contents they allow their children play and also the society should only avail good videos games.
Anderson, Craig A., et al. “Longitudinal effects of violent video games on aggression in Japan and the United States.” Pediatrics 122.5 (2008): e1067-e1072.
The article by Craig Anderson released in the year 2008 conduct research to find out the connection between video games and aggression. In the article, it is stated that most of the youths spend many hours per week playing the games as compared to doing other significant and comprehensive roles.
Bijvank, Marije Nije, et al. “Age and violent-content labels make video games forbidden fruits for youth.” Pediatrics 123.3 (2009): 870-876.
The article by Bijvank released on March 2009 was written to protect the minors from exposure to video games with contents such as violence and sex. They performed a research using about 310 Dutch youths with three designs representing the varying age groups for youths in the society.
Huesmann, L. Rowell. “Nailing the coffin shut on doubts that violent video games stimulate aggression: comment on Anderson et al.(2010).” (2010): 179.
Robinson, Nick. “Videogames, Persuasion and the War on Terror: Escaping or Embedding the Military—Entertainment Complex?.” Political Studies 60.3 (2012): 504-522.