Essay Sample on Rise of Video Gaming: From Death Race to Now

Paper Type:  Essay
Pages:  4
Wordcount:  888 Words
Date:  2023-03-12
Categories: 

Introduction

Video gaming has been on the increase in the recent past among the younger generation. Young people consider video games as a way of having fun, despite the negative impacts it poses in their lives. According to Bhutta (2018), the idea of video games started in 1971 by Nutting Company as they produced more than 1500 computer machines. Nutting Company produced "Death Race" after the success of Pong, which was played in pubs. 'Death Race' led to controversy since it included violence that made the young players distraught. Violent video games tend to hinder the well-being and formation of young persons, thus affecting their lives negatively. For example, the structure and content in video games affect the actions, beliefs, attitudes, and the language of young persons. Therefore, due to the negative impacts associated with the violent video game, this paper will focus on video gaming violence among young persons.

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Violent games that are difficult tend to spark aggressive behavior among young persons. The young individuals might get frustrated as they play confusing or challenging games. Despite the content present in these games, the difficulty of the game makes kids develop aggressive behavior (Bamford, 2018). It is essential for the parents and other older individuals to choose games that are fun and engaging with their young ones to avoid aggressive behaviors. The game developers tend to match the appropriate content that is related to kids, thus reducing frustrations among them. For example, the first-person shooter games that possess the photo-realistic graphics might cause harm to teenagers or children (Bamford, 2018). The young individuals can have fun from these games, but there are other games present in the market that will increase empathy to people or reduce aggression among the players. Therefore, putting a limit on age-related games can reduce aggressive behavior that is facilitated by challenging games.

Consequently, the structure and content of violent games have a significant impact on young persons. The structure of the game involves the aim of playing, rules present in the game, and how the game is played. For example, the first-person shooters request players to move around, killing anything which shows movements at any point. This action makes the young individuals develop aggressive behavior, which makes them start fights with their age mates. Also, some game formats require the game players to cooperate with people, use creative thinking and strategies in achieving their life goals and working to complete the problematic missions (Kimmig, Andringa & Derntl, 2018). The language and images used in violent games might affect the lives of young players as they tend to portray the same behavior and actions in real-life experiences. Also, the content in violent games affects the relationship of players with others. Games, which includes lots of killings, leads to more negative impacts among the players than ones with the complex storylines. Therefore, the scenes used in violent games might make young individuals to either become mentally engaged and alert or develop weird behavior in their lives.

On the other hand, for one to deal with adverse impacts facilitated by violent video games, they can read the ratings that are provided by the game manufacturers. The game manufacturers tend to give detailed descriptions that allow the families and adults to understand what every rating means. Also, in the gaming descriptions, one can understand the reasons why a specific game falls under a particular category. For example, the first time shooters contain the violence descriptors which guide on the age-related ratings. Also, through the descriptions present in the casing of violent games, helps one to limit their accessibility by either age or maturity (Bhutta, 2018). For example, teenagers might obtain games that are meant for adults, thus harming their lives. Parents and other older members in the society might assist the young individuals in purchasing appropriate games which are not related to violence. Therefore, the retail stores can request identification cards from buyers, thus limiting the accessibility of violent video games to underage persons.

Conclusion

Therefore, video gaming violence among young persons has led to negative impacts on their lives. For example, these games have increased aggressive behavior among adolescents and more youthful individuals, thus affecting their relationships with others. The difficulty of the game makes younger individuals frustrated and confused. The game developers tend to match the appropriate content that is related to kids, thus reducing frustrations among them. Also, the content and structure of these make kids develop different behavior that positively or negatively creates an impact on their lives. The structure of the game involves the aim of playing, rules present in the game, and how the game is played. The first-time shooters make the young individuals develop aggressive behavior, which makes them start fights with their age mates. Therefore, it is essential for parents and older adults to put limits on the type of games to be accessed and played by their kids.

References

Bamford. A. (2018). What is the Real Impact of Violent Video Games? Fuller Youth Institute. Retrieved from https://fulleryouthinstitute.org/blog/the-real-impact-of-violent-video-games

Bhutta. F. (2018). Impact of Violent Video Games on Youth. Retrieved from https://techengage.com/impact-of-violent-video-games-on-youth/

Kimmig, A. C. S., Andringa, G., & Derntl, B. (2018). Potential adverse effects of violent video gaming: Interpersonal-affective traits are rather impaired than disinhibition in young adults. Frontiers in psychology, 9. Retrieved from https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5964217/

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Essay Sample on Rise of Video Gaming: From Death Race to Now. (2023, Mar 12). Retrieved from https://proessays.net/essays/essay-sample-on-rise-of-video-gaming-from-death-race-to-now

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