Popular Video Games And Their Impacts On Adolescents

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Popular video games and their impacts on adolescents

In the last decade, the world has witnessed the innovation and evolution of the most relevant consoles companies today, such as Sony (PlayStation), Nintendo and Microsoft (Xbox). The development and evolution of videogames go hand inplay. The titles, depending on their content, are classified by age, between 7 years to 18 years. Great titles such as ¨Grand Theft Auto San Andreas¨, ¨Resident Evil¨, ¨Call of Duty¨, ¨Mortal Kombat¨, or the contemporary ¨Fortnite¨, are video games that have generated controversy by their game mechanics and their explicit content betweenDetractors and parents, who express their total rejection, denouncing that they are a bad influence for their children, being in the most extreme case, the imitation of certain attitudes and behaviors that adolescents live and see in the immersion offered by a video game. The posture of the parents is repetitive and firm, however, in modern times, where a 4 -year -old has the capacity and knowledge of manipulating a smartphone, it should be questioned if video games really influence adolescents of adolescents.

A high frequency of use of video games with violent and solitary content, rather than being the cause of "disorders", can be interpreted as a symptom indicator of a condition that the child is going through, either in their family or school environment, and that eventuallyIt demands adult intervention. (Garcia, Video Games and Violence: A review of the Effect Research Line, 2018)

You have the belief that adolescents being numerous hours locked in their room playing video games, become insane or corrupted. The reality is that teenagers are in a stage of life in which they become more sensitive, and the way of venting find it in an alternate world to theirs that a video game can offer it. People day by day live situations and experiences that can be good or bad, and adolescents are as sponges that absorb both negativity and positivity. By playing a video game set in shootings, it does not mean that the teenager has trends to shoot at his school tomorrow. Many families have serious or minor problems, and adolescents live these situations, taking refuge in what they have affected. It is also necessary to emphasize that bullying is a problem that many teenagers today suffer, generating fear and low self – esteem. In general, bullying occurs in educational centers, promoted primarily by the condition of superiority that the aggressor needs to feel. Problems such as those mentioned are detonating for a situation of loneliness and refuge in what is most affected.

"The fault is of television … the fault is of rock music … the fault is of video games". It is not the first time that the media try to blame video games for the childhood violence of society, especially in the case of the US. UU. and all violence related to firearms, especially when there are cases of mass shootings. (Bad, 2018)

The most typical prejudice is that video games make a violent individual, a prejudice that is being used since the time of ¨Mortal Kombat¨. In these modern times many activities have a prejudice imposed by the company, such as the case of YouTube, which is a platform where the creators of content or youtubers upload their videos for their community, becoming workers, since they create, do, edit and editThey supervise their video for the company. Prejudice comes when youtubers charge for their videos, being qualified by society as lazy people who earn money for nonsense in social networks. In the case of video games, the root of the prejudice comes with the arrival of the action video game and fight "Mortal Kombat", a game that had innovative mechanics and graphics for the time. The graphics made use of computerized actors so that they seem real on the screen. In the field of mechanics, the video game presented the possibility of being able to end by bloody with the opponent using mutilations, cuts, burns, shots, etc., receiving the name of ¨fataly¨. The video game, being very explicit at the time, was censored in much of the world, receiving the qualification of over 18 years. By becoming a forbidden game, adolescents of that time were looking for a way to play it, despite the age restriction. The blood and the possibility of ending with the opponent was the main attraction of ¨Mortal Kombat¨. From this video game, the following generations followed the model of using blood, weapons and adult content, putting themselves in the eye of the hawk by parents and adolescents.

They can be a powerful educational tool, especially video games, since they have three special characteristics. First, the child is not just a spectator, but interacts and transforms into the main actor of the game. On the other hand, it achieves the absolute attention of the player and has a positive reinforcement to the action executed immediately. (Rojas, influence of television and video games on learning and childhood behavior, 2008)

At present there is a world video game competition that is called E-Sports. This competition brings together the best players around the world, who are measured in tournaments of a specific video game, where they show their reaction skills and abilities. A video game player ¨Shoter¨ has a reaction capacity greater than average. In taking this case to an average teenager, the reaction capacity is developing it as he plays. Within the video games of ¨Shoter¨, in general, the protagonist 

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