IndexAbstractIntroductionLack of SocializationAggression LevelsVideo Games and CrimeLearning ToolConclusionReferencesAbstractEveryone has different opinions on the negative effects computer games can have on individuals. In this article you will be informed about how people are influenced by computer games. Families are starting to worry about individual consumption and addiction to computer games. For starters, he is affected by a lack of socialization, developing levels of aggression, and behaviors that lead to crimes. Adverse effects will be discussed; however, there is a learning tool that creates a positive effect on individuals. The lack of socialization is based on the analysis of how young people cope with computer game addiction in relation to others. It has been studied how aggression resulting from the use of violent video games varies by gender. Finally, they examine the relationship between video game playing and aggression, and subsequently investigate their social connections to crime. Say no to plagiarism. Get a tailor-made essay on "Why Violent Video Games Shouldn't Be Banned"? Get an Original Essay IntroductionHave you ever thought about whether computer games have negative effects on individuals? If not, think again. Computer games affect individuals in terms of lack of socialization, criminality and increased levels of aggression. The reason why computer games are bad for individuals is due to most of the violence they contain. Excessive use of computer games can cause criminality, aggression and lack of socialization. However, based on this research, there is a positive learning tool gained from computer games that involves fun and exercise, which is great for the individual's well-being. Lack of socialization People have different experiences with "computer game addiction". This article will draw on young people's perspectives on computer game addiction and show that young people identified as addicted to computer games are more than "introverted, neurotic and impulsive", the result of problematic behavior or an aberration biochemistry. This article is based on qualitative interviews with three 14-15 year olds who would normally be described as addicted to computer games. This study is not intended to discuss whether computer game addiction is a new disorder, but rather the consequences of using computer game addiction as a common sense word. It is based on the analysis of how young people interact in relation to others in terms of their addiction to computer games. The importance of this research is how to prevent young people from being stigmatized because of playing computer games. It was highlighted that, due to their identification with the phenomenon, young people encounter social uncertainties in their daily lives. Social organizations and parents are becoming concerned about the addictive consumption of computer games by young people. It has been shown that some of the social unpredictability that young people face in their daily lives arises from this phenomenon. Addiction to computer games is not bad for young people, as they can be positive in terms of identity work, which is based on acceptance by their environment. The risk of stigmatization raises questions for many people about the social lives of young people, showing how painful it is to be labeled as an “outsider”. According to Rose, diagnostic manuals no longer apply to a small pathological minority;they seem to interact with almost all of us. This makes it possible to examine the daily lives of young people with computer games. According to Brus, “This growing diagnostic practice means that everyday problems related to work, family and education are described as disorders requiring psychological, psychiatric or medical treatment.” It has been indicated that others should be cautious in classifying computer gaming as a psychiatric disorder or negative behavior. Levels of Aggression It has been studied how aggression resulting from playing violent video games varies by gender and level of aggressiveness characteristics. Animosity can be increased in children through computer games, which may be a prevalent form of excitement for this group. Playing video games has been found to make people feel relaxed, and children spend an extraordinary amount of time on this activity. Analysts have estimated that approximately 89% of children's electronic games incorporate bloody and violent content. In contrast, counterattack games require customers to shoot others with programmed rifles in real-life settings through observational learning. Second, the effect of playing violent computer games on aggression levels among children works using a semantic classification task. Study 1's findings revealed that Virtual Cop2 was a crude cyber diversion, based on members' essentially high ratings for violent substances and images. Furthermore, Battle Proprietor was a relatively peaceful cyber diversion, as scores for all measures of the diversion's badness rating were high but not significant. Study 2 found that playing crude computer games essentially primed children for animosity. "In particular, as anticipated, an increase was observed in the number of children whose animosity was dynamic after the introduction to violent play, compared to non-violent play." According to Boutwell, Franklin, Barnes and Beaver, these results agree with those of past analyzes and support the first hypothesis. Video Games and Crime The relationship between video games and crime has been examined by psychologists. They only focused on violent video games and suffer from two major flaws. Psychologists have adopted research that does not examine the relationship between video game behavior and crime, but rather the relationship between video games and aggression, and therefore offers social suggestions for reducing crime. In this study, contradictory findings can be explained using routine activity theory. The study has a hypothesis using UCR, CPS, and census data. As predicted by routine activity theory, they found that rates of video game-related behavior in the home are negatively related to violent crime. Video game competitiveness and hostility have been on the rise for at least a decade in social brain research tests. It has been argued that violent video games specifically support violent or criminal behavior. They argued that violent games allow players to identify with strong characters and thus enhance their ability to imitate or replicate savage acts until they become desensitized. According to them, desensitization to badness could lead people who play these video games to commit acts of criminal violence throughout their lives. “From a critical perspective, across studies, violent video games are not always hypothesized to increase aggression, but, in fact, any video game that encourages zero-sum competition among players.”Learning ToolThe following information will be.2016.44.10.1747
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