Dangers of Screen-Based Games    

    Entertainment, in all of its varied forms, is something that humans have valued and strived for since the beginning of life on this planet.  On the other hand, the presence of violence and other related items within entertainment is something that has not received the same praise as the traditional “wholesome” entertainment.  However, many people have felt that entertainment containing violent elements can be just as enjoyable as “wholesome” entertainment.  Contrarily, violent entertainment can be extremely detrimental for the ones who have trouble ciphering reality from fiction.

    The entertainment industry was basically reborn with the invention of interactive screen-based games (including computer games and video games) in the late 1970’s and early 1980’s.   The main groups of people targeted by the companies who produce these gaming consoles are mainly children and teenagers.  Incorporating violent elements and other immoral activities into screen-based games can alter the development of an adolescent’s perception of real-life and encourage aggressive behavior.

    In the twenty-first century, video games are more popular now than they have ever been.  Their influence can be seen in popular movies, toys, and magazines.  Currently, eighty-four percent of all teenagers play video games, and they usually play them for an hour on average.   Amazingly, ninety percent of teenagers claim that their parents do not check the appropriate age-level rating before allowing them to rent or buy a game.  Unfortunately, eighty-nine percent of teenagers say that their parents have never regulated the time they spend playing the video games.  It is easy to see the influence that video games have on our youth (McCain 3).
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    To help us understand the effects of video games on children, first we must understand what makes the games so appealing to the consumers.  Once we have identified the characteristics that make these games attractive, then it is important to discuss the actual reasons why video games are so harmful to a child.  Finally, it would be greatly beneficial to comment on ways to keep video games available to a child without the element of violence and other aggressive-behavior inducers.

    With the invention of screen-based games, children are no longer just viewers of television programs.  They are able to role play, which now allows them to actively take part and control the actions of their favorite characters on the television.  This gives them the chance to be someone they are not and do things that they would never be allowed to do in real life.  The child can actually become that character.  For a child, being someone who resembles Arnold Schwarzenegger and Sylvester Stallone is something you only get to do in dreams or when you play with your friends.  This is characteristic is very appealing to kids and makes the games more marketable.

  In addition to role-playing, the viewing of any type of violence or display of aggressive behavior in a movie, television show, or on a video game can be stimulating to any young child.  Research studies on preschool-age children have shown that they exhibit higher-levels of emotional activity when they view violent images when compared to non-aggressive images (Levine 32).  Unfortunately, this means that a child will be more aroused by violent images and want to see them more than neutral images that do not offer high-levels of brain activity.

    There are multitudes of reasons why video games are so harmful for children.  The number one reason is that viewing violent images, whether on a television show, a movie, or in this case, on a video game console, imbeds improper thoughts and images in the child’s brain.  At that stage, a child’s brain that is not fully developed and is very impressionable.  Jerry Mander, author of Four Arguments for the Elimination of Television, tells us the dangers of violent images.  He claims, “Only after the image is ingested can it be noted as unreal, and by then it’s too late.  It doesn’t work.  The images are already stored in the brain, with all the other images”(Tuchscherer 8).  This means no matter if the child knows that the image is unreal, it still remains absorbed in their brain.  After a while, the children who view violence on a regular basis usually begin to develop a contorted view of the world.  They often have an overwhelming sense of fright, skepticism, and pessimism (Tuchscherer 49).

    The next major concern is the desensitization that comes from heavy exposure to violence on the video games.  Desensitization is the lowering of the normal anxiety, excitement, and fear that comes from being constantly exposed to immoral images (Levine 33).  A study consisting of heavy-viewers and light-viewers of violence, where researchers exposed both groups to a series of violent images mixed with non-aggressive images, illustrates the dangers of desensitization.  When viewing the nonviolent images, neither group exhibited any difference in arousal.  However, the light-viewers of violence where considerably more excited than the heavy-viewers when the violent images where displayed (Levine 34).  

    This study explains by example that people who are regularly exposed to immoral images eventually begin to become immune to those types of images.  Other research concludes that people are less likely to participate in an activity that produces anxiety compared to people who feel no emotional activity.  This hints that heavy-viewers of immoral images are more likely to commit crimes than the ones who do not regularly view violence.  Desensitization takes away our human ability to perceive right from wrong and makes us less responsive.

    The next concern about screen-based games is the “addiction” that comes with these interactive game consoles.  Erudite members of society, including teachers, psychologists, and politicians have all voiced their opinion that video games can potentially consume all of a child’s time. Now, there is new research that supports the claim that screen-based games, including both video and computer formats, can be highly addictive. In fact, twenty-five percent of teenagers say they have played the games for so long that their homework has negatively suffered (McCain 7).    However, not much of this research is published because of the difficulty in determining and evaluating the dependency for video games (Sanger 63).  Anyhow, most children and teenagers will agree that it is hard to stop playing a game once they have started.
 
    This “addiction” is not the actual problem; it is what comes after the “addiction.”  Being completely preoccupied with screen-based games leads to a lack of social interaction with others and loss of time for other important activities, which may include homework and other physical activities.  Eventually, children begin to turn to the video games and use them as a replacement for actual social interaction and friendship (Sanger 64).  In the end, the child ends up in a world engulfed by little social interaction, violent and stereotypical images, and isolation.     

    In a world where businesses place profits and entertainment before the values and general well-being of our youth, there is little hope that the violence contained in video games, movies, and on the television will disappear or even lessen in the future.  The world is going to continue to accept violence in the media.  When children are too young to help themselves, the only hope is parental intervention and assistance.  Parents and guardians are the first defense mechanisms and they should be equipped with the knowledge and power to fight media violence in video games and computer games.  

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    It is almost inevitable that children, at one time or another, are going to get their hands on a game that is not suitable for their age.  However, the games that are owned and rented by the children should be acceptable.  It is always good for a parent to check the content of a game before allowing their child to be exposed to it.  A few ways to check would be to ask an employee at the store, read the labels on the game, or take a glance at the back cover of the game.  The appropriate age-level should clearly be marked on the front cover.  

    The next helpful hint for parents would be to sit down with your child while they play the game.  This could potentially solve many problems.  For instance, if there is inappropriate material on a game, the parent is already there to comment and interpret what is seen.  This will help the child understand and stop any improper thoughts from wandering through the child’s mind.  With the help of a parents, a child can properly assess reality and fantasy.  Also, the presence of a parent might lower the child’s desire to play video games that contain violent, aggressive, or stereotypical imagery.  

    The best solution to regulating violence viewed by children is to simply limit the time that a child is allowed to play a video game.  It is helpful to get the child involved in other activities.  For example, extracurricular activities like sports and various clubs that are extremely more beneficial that playing a game in their room.    Another good alternative is reading. Subscribing to popular children’s’ magazines or making weekly trips to the library all encourage healthy behavior.  Promoting music and playing musical instruments are thing that children can appreciate.  

    Now, the problem has been identified and potential solutions have been offered.  How much longer are we going to allow our friends and children play games that do nothing but add more indecency in an already hostile environment?  Everyone should be able to recognize the dangers associated with these video and computer games.  They are notorious for having the characteristics of being a subtle, often innocent looking alternative for entertainment.  However, these violent screen-based games have enough immoral images contained within them to feed all of the animosity in the bizarre world that we live in.  It is time that everyone is aware of this problem.  

Works Cited