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Individual Report

Topic area : Digital world


Topic issue : Children are exposed to more violent video games and it has a
detrimental effect on their mental health.
Research question : Should violent video games be banned in the USA
because of its detrimental effect on children’s mental well-being?

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.

Causes of the Issue


Several factors contribute to the concern over the detrimental effects of violent
videogames on childrens’ mental well-being. Firstly, the immersive nature of
these games, combined with their realistic graphics and intense narratives, can
desensitize children to violence and blur the lines between fantasy and reality
(Ferguson, 2017). Additionally, the interactive nature of video games allows
players to engage in acts of violence, which may lead to increased aggression
and impulsivity among children who play them (Anderson et al., 2010).
Furthermore, the accessibility of violent video games through various platforms,
such as consoles, computers, and mobile devices, makes it challenging for
parents to monitor and regulate their children's exposure to such content (Granic
et al., 2014).

Consequences of the Issue


The detrimental effects of violent video games on children's mental well-being
are significant and diverse. Research has shown that children who frequently
engage in playing violent video games may exhibit heightened levels of
aggression and hostility (Ferguson & Olson, 2014). Moreover, prolonged
exposure to violent content in video games can desensitize children to real-life
violence and decrease their empathy towards others (Bushman & Anderson,
2002). This desensitization can lead to a normalization of aggressive behavior,
making children more likely to resort to violence to resolve conflicts (Gentile et
al., 2004). Additionally, excessive gaming can lead to social isolation and
academic difficulties, as children may prioritize gaming over schoolwork and
other social activities (Granic et al., 2014).

Global Perspective

The regulation of violent video games varies significantly across different


countries and regions. While some countries, such as Australia and Germany,
have implemented strict age ratings and regulations on the sale and distribution
of violent video games to minors, others, like the United States and Japan, have
adopted a more permissive approach (Markey & Ferguson, 2017). Additionally,
international organizations, such as the World Health Organization (WHO),
have recognized the potential harm of violent video games on children's mental
health and have called for greater awareness and regulation of this issue on a
global scale (WHO, 2018).

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/

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