In a study conducted by Gentile, Lynch, Linder & Walsh (2004, p.6) " adolescent girls played video games for an average of 5 hours a week, whereas boys averaged 13 hours a week". The authors also stated that teens who play violent video games for extended periods of time:
- Tend to be more aggressive: Gentile & Anderson (2003) state that playing video games may increase aggressive behavior because violent acts are continually repeated throughout the video game.
- May engage in fights with their peers and confrontation with teachers: Dr. Phil explains, "The number one negative effect is they tend to inappropriately resolve anxiety by externalizing it. So when kids have anxiety, which they do, instead of soothing themselves, calming themselves, talking about it, expressing it to someone, or even expressing it emotionally by crying, they tend to externalize it. They can attack something, they can kick a wall, they can be mean to a dog or a pet." Children spend a great deal of time with violent video games at exactly the ages that they should be learning healthy ways to relate to other people and to resolve conflicts peacefully.
- See a decline in school achievements. (Gentile et al, 2004). Dr. Phil also points out that violent video games don't teach kids moral consequences. "If you shoot somebody in one of these games, you don't go to jail, you don't get penalized in some way — you get extra points!" This doesn't mean that your child will go out into the world and shoot someone. "But they do use more aggressive language, they do use more aggressive images, they have less ability to control their anger and they externalize things in these violent ways. It's absolutely not good," says Dr. Phil.
Now let’s look at how these impacts will reflect the future of those that engage in such violent games. According to the National Institute on Media and the Family, it's not just a concern when it comes to young children. Teenage brains are in the midst of growth spurts, making teens very impressionable. Just when teens are wiring the circuits for self-control, responsibility and relationships that they will carry with them into adulthood, violent games activate their anger center while dampening the brain's "conscience." And think of the more subtle impact: What do you think the effect is when your kids spend time with violence simulators that glorify gang culture, celebrate brutality, lionize crudeness, and trivialize violence toward women?
We can clearly see from the above data that violence in games does have some impact, whether it is short term or long term. It is key to note that whatever happens when you are young will carry on when you become an adult. So, if you chose to spend all your teen years isolating yourself from the rest of the world and focusing on the virtual world where all you did was kill, your social skills will definitely suck. You will find that as you get older and into the work force, trying to get along with others may be challenging and consequently your future may become obscure. Also, just enclosing yourself in a room and just playing all day long will lead to depression, isolation and thus anger.
In an equal money system, violent murder games will be put to end. Instead, we will have educational video games that will help us in certain areas of our life. For eg, learning how to drive, parallel park, how to fly an airplane and so on. Doctors may even learn to perform surgeries on a simulated patient as opposed to just doing it on a real one. Video games are useful when used correctly for a beneficial reason, so they will still exist, but their content will not be brutal.
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