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Essay / The Effects of Violent Video Games on Children - 657
Today, video games are actively sought after by the children of our society. In a recent study, 97% of children aged 12 to 17 played some type of video game and of those children, two-thirds of them played games containing some type of violence. In another survey, it was reported that more than half of all video games rated by the Entertainment Software Rating Board (ESRB) contain violence, with more than 90% of these games being suitable only for children aged 10 and more. With these alarming statistics, video games raise some concerns (Lenhart et al., 2008). Children are very vulnerable to the influences they see on television and in video games. Researchers who study classical learning suggest that children will imitate what they see on television even more than what they witness in person, especially if they believe what they see is real, identify with the character, find the character attractive, or if the child watches without parental supervision (Papalia, Olds, & Feldman, 2009). The American Academy of Pediatrics (AAP) and the American Academy of Child and Adolescent Psychiatry (AACAP) agree that children learn by observing, imitating, and modeling their own behaviors. Although the AAP emphasizes that there are many influences on a child's behavior, it recognizes that video games have a major influence due to the fact that they are highly interactive and encourage role play. He also fears that children may use video games as a way to virtually repeat real-life violence (“Violent video games” 2010). For example, in first-person shooter video games, the player views the game as a 3-dimensional interactive environment that simulates reality. Thanks to today's technological advances, children can play these games with others over the Internet, allowing them to virtually kill each other, with all the blood, violence and carnage that entails ( Porter and Starcevic, 2007). Repeated exposure to these types of behaviors and violence in video games over time can desensitize children by emotionally numbing them, cause nightmares and insomnia, decreased academic performance, and/or lead to behaviors aggressive and intimidation (“Violent video games” 2010). Another negative impact highlighted by researchers is that children are rewarded for their violent acts when playing video games. When the player completes a violent task correctly and in a timely manner, they are rewarded with points and promoted to the next level and/or status of the game. Being rewarded for consistently committing acts of violence throughout the game can also increase aggressive behavior..