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Culture Documents
Introduction
This research examines different views and evidence if children are exposed to
more violent video games and it has a detrimental effect on their mental health
and helps us decide what to do about violent video games,should we ban these
games to protect childrens' minds.
Global Perspective
National Perspective
In the United States, the regulation of violent video games is governed primarily
by the Entertainment Software Rating Board (ESRB), which assigns age ratings
to video games based on their content (Ferguson, 2017). However, there is
ongoing debate among policymakers, educators, and parents regarding the
effectiveness of these ratings in protecting children from the harmful effects of
violent video games (Anderson & Dill, 2000). While some argue for stricter
regulations and parental controls, others advocate for greater parental
involvement and media literacy education to help children navigate the digital
landscape (Ferguson & Olson, 2014).
Source Evaluation
In conducting this research, I have used a variety of sources, for example,from
(Ferguson & Olson, 2014) believe that children who frequently engage in
playing violent video games may exhibit high levels of aggression and
hostility.Also,here is the second example of source:(Ferguson & Olson, 2014)
says that media literacy education to help children navigate the digital landscape
.Third and final source is journal called *American Psychologist, 69*.In this
journal ,(Granic et al., 2014) believes that excessive gaming can lead to social
isolation and academic difficulties, as children may prioritize gaming over
schoolwork and other social activities .
Course of Action
Based on the evidence presented, it is evident that violent video games can have
detrimental effects on children's mental well-being. Therefore, several courses
of action can be considered to address this issue. Firstly, policymakers should
prioritize the implementation of stricter regulations on the sale and distribution
of violent video games to minors, including robust age ratings and enforcement
mechanisms (Ferguson, 2017). Additionally, parents and caregivers play a
crucial role in monitoring and regulating their children's gaming habits, by
setting limits on screen time, discussing the potential consequences of violent
content, and encouraging alternative forms of entertainment and social
interaction (Granic et al., 2014). Furthermore, greater investment in research
and public education initiatives is needed to raise awareness about the impact of
violent video games on children's mental health and to promote healthier
gaming habits among young people (Anderson & Dill, 2000).
Conclusion
In conclusion, I think that the debate over whether violent video games should
be banned due to their harmful effect on children's mental well-being remains a
challenging and contentious issue. While there is evidence to suggest that
prolonged exposure to violent video games can have negative consequences on
children's aggression and social development, the effectiveness of banning such
games as a solution remains a subject of debate. However, I think that the screen
time of games should be shortened to take control of this issue. Parents have a
huge role to play in reducing and monitoring their children’s screen time.
Personally, I believe some parents use games to keep their children occupied
and now we are faced with a massive issue that may affect a child’s mental
well-being.
Reference List
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts,
feelings, and behavior in the laboratory and in life. *Journal of Personality and
Social Psychology, 78*(4), 772–790.
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J.,
Sakamoto, A., ... & Saleem, M. (2010). Violent video game effects on
aggression, empathy, and prosocial behavior in Eastern and Western countries:
A meta-analytic review. *Psychological Bulletin, 136*(2), 151–173.
Bushman, B. J., & Anderson, C. A. (2002). Violent video games and hostile
expectations: A test of the general aggression model. *Personality and Social
Psychology Bulletin, 28*(12), 1679–1686.
Ferguson, C. J. (2017). Everything in moderation: Moderate use of screens
unassociated with child behavior problems. *Psychiatric Quarterly, 88*(4),
797–805.
Ferguson, C. J., & Olson, C. K. (2014). Video game violence use among
“vulnerable” populations: The impact of violent games on delinquency and
bullying among children with clinically elevated depression or attention deficit
symptoms. *Journal of Youth and Adolescence, 43*(1), 127–136.
Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of
violent video game habits on adolescent hostility, aggressive behaviors, and
school performance. *Journal of Adolescence, 27*(1), 5–22.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing
video games. *American Psychologist, 69*(1), 66–78.
Markey, P. M., & Ferguson, C. J. (2017). Video games and violence: A review
of the literature. *Aggression and Violent Behavior, 33*, 90–96.
World Health Organization. (2018). Gaming disorder. Retrieved from
https://www.who.int/features/qa/gaming-disorder/en/