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How computer games design and development have an impact on society
This could be a result of technology advancements exposing younger generations to more violent and explicit video games.There are two very different sides to this debate, with the gaming industry arguing that gaming is safe entertainment with no connection to violence and psychologists and researchers arguing that violent media encourages aggression (Tompkins 2003).
There has been a tremendous amount of research done on this subject, with "many scientific studies suggesting that extensive exposure to violent video games increases the risk of aggressive behavior in some youngsters."Children who experience violence get hardened to it and mistakenly think the world is "meaner and scarier" than it actually is (Tompkins 2003).Unfortunately, these thoughts are often said to be difficult to change later on in life. Therefore children begin to think that violence is normal behavior as depicted in the games. The idea of violence in video games can be similar to that of domestic violence, where children who are exposed to violence either become offenders or victims as they believe that what they observe is the norm (Tompkins 2003). The development of these thoughts in gamers could potentially lead to gamers becoming more violent and aggressive over time.
The negative effects of violent video games are evident in a recent study which involved adolescents playing two different games for 30 minutes. The researchers divided a group of 44 adolescents into two groups and randomly assigned the children to play one of the two games; the first being the high-octane “Need for Speed: Underground”, and the other the ultra-violent first-person shooter “Medal of Honor: Frontline”. Following the gaming session the children were given MRI’s (Magnetic resonance imaging) of their brains. The scans revealed that the adolescents who played “Medal of Honor”, as a result of the exposure to “violent and destructive scenes, showed an increase in emotional arousal and a corresponding decrease of activity in brain areas involved in self-control, inhibition and attention”(Kalning 2006). Unsurprisingly that same effect was not present in the children who played “Need for Speed”.
The impact of violence in video games has ignited debate in recent times, due to the rise of video games as a modern phenomenon. Psychology lecturer Caleb Owens, an obsessive gamer himself who spends lots time at a console, was so disturbed by scenes from the game Modern Warfare 2 “where a player could at an airport assume the role of a terrorist in a Mumbai-style massacre” (Dikeos 2010), that he complained to the Classification Review Board. The response from the game’s publishers was that “this is to help gamers understand terrorism from the other side”(Dikeos 2010). Supporting this response is Laura Parker, who is a devoted gamer and an online journalist for a gaming website, saying that “a lot of people take these violent scenes out of context and say that the whole game is made up of these elements and that’s often not the case at all” (Dikeos 2010). Even so, frequent scenes which depict blood and murder have caused greater concern, as it could potentially encourage gamers to imitate violence in real-life situations.
Despite the negative associations, some experts have come to other conclusions, strongly arguing that video games have no link to violence. In recent times Modern Warfare 2 has been criticized for its violent content but “it is not going to cause a change in adult behavior” (Barnett 2009) says Professor Mark Griffiths. The professor explained that “there is no definitive proof or research to show that violent video games make adults behave any more violently” (Barnett, 2009), adding that “younger gamers, typically under the age of eight tend to be more influenced by games and what they see on screen. They usually try and mimic what they have watched on the big screen. However adults, which this game is certified for, have already formed their cognitive sensibilities and will not usually start acting differently because of a video game” (Barnett 2009). Although these justifications sound reasonable they overlook the ease with which children can access violent and adult rated games. Currently video games cannot be certified to a specific group of people because the chances of a child obtaining a MA18+ rated game have increased due to the feeble enforcement of censorship regulations enforced in many countries.
References
UKEssays. November 2018. Impact of Video Games on Society. [online]. Available from: https://www.ukessays.com/essays/media/video-gaming-and-its-impact-on-society-media-essay.php?vref=1 [Accessed 7 November 2022].
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