Rating: 5.0
Introduction
Playing video games is perceived as an exciting aspect of the media landscape and has experienced a lot of expansion in recent years. There has been a rise in the number of children who use video games in many parts of the world, particularly in the United States (Hagan,et al. 2002). Among children in the United States, playing hours for video games have increased from 4 hours every week in the 1980’s, to about 13 hours per week in recent years. Video games have also taken much of the attention of the public, particularly, the controversies regarding first person shooter games (Anderson, Gentile & Buckley, 2007).
Various studies have shown that violent content in video games desensitizes players, especially children, to the real world violence. When players become desensitized, they tend to increase their aggression and decrease their empathy. Other researchers have indicated that playing video games among the children does not lead to significant aggressive behavior since the magnitude of the effect in the meta-analysis may be an outcome of publication bias. Despite pressure from society, a lot of video games contain a considerable amount of violence. Violent games are seen to promote feelings of excitement, satisfaction and empowerment among the players (Hagan, et al. 2002). However, Przybylski et al, carried a study on video games and concluded that the desire and enjoyment for future play, were linked to competence and the experience of autonomy in the video game, and not the level of violence. Different scholars have argued about the negative and positive effects of playing video games among children. This research paper will discuss the various effects of playing video games among the children. This paper will also show that Video games have negative effects on children’s lives. They impact children’s lives socially and they increase violence among children (Sherry,