Effect of Violent Video Games on Teenager Behaviour

  • Maria Alejandra Urroz Gaitan

Topic: What Effect Does Participating in Violent VIDEO GAMING Is wearing Teen's Behavior


"No other sector has experienced the same explosive growth as the computer and video game industry. Our creative publishers and talented labor force continue to accelerate progress and pioneer services that push boundaries and unlock entertainment activities. These innovations in turn drive enhanced player connectivity, energy demand for products, and encourage the development of any expanding and diversified consumer platform. "[1] (Gallagher, Michael D. ; Leader and CEO, Entertainment Software relationship)

One of the major problems population is facing today is the dependency kids are growing towards electronic devices such as tv set, computer and video gaming. Parents complain about their kids getting distracted with those machines, start considering it's only their child, and later realize it's something that a lot of people at college does. Some see it as normal and now it's common. Violent video gaming can lead to, from small changes in habit to in the most detrimental of all circumstances, eliminating someone. How are teens reacting to playing video gaming, and does indeed it have an effect on their action even if there's not an habit developed. Violent video gaming can not be that bad, right? Video games have also proven to have health benefits, and psychological benefits. But what exactly are video games? According to the Oxford Dictionary these are: "(N. ) a game performed by electronically manipulating images made by some type of computer program over a monitor or other display"[2].

The engaging facet of video games is that they permit the player to be whatever he desires to be. The gamer is able to become their illusion, and to experience a life he doesn't have. The video games permit the player become what they aren't, this also makes them feel powerful. Folks are able to point out who they are; meaning they are absolve to do anything they please, even whether it's not considered accurate. "Hard fun is, of course, the theory that we take pleasure in achieving something difficult: the pleasure in reaching and mastering an issue. Because of this, when someone does something that is hard fun, moment by minute it looks similar to "work" than "fun, " however the net impact is pleasurable overall. "[3](Williamson Shaffer, David). The harder the video game is a lot more interesting as it happens to be for the public, the higher demand it includes. People like what troubles them, what makes them think outside their comfort zone and look for brighter ideas that they portray through their reactions and solutions to the situations they face.

Are there reasons to start playing video gaming? Teenagers are the ones who tend to play video games in extended periods of time because of the feeling of missing control of situations in their lives, so they use video games as a means of controlling exactly what will happen. This essay focuses on violent video gaming, because those are most teen's choices. Playing violent video games show to have more and faster influence on its players than educative video games have; they have ended up being more engaging. The previous have shown to own both, good and bad, effects; external situations are what define concerning whether teens indicate either result. The violence in video games can be classified in different aspects, concerning whether the character types are representing people or are fantasy heroes, violent video gaming also have different framework in the plot of the video gaming. You will find violent video games which present a justified kind of violence, or if it's killing simply for pleasure. What is the story located in so how exactly does it begins and ends; some video games have no context of that in any way and basically show a story, only reckless killings. Throughout the essay exterior factors which influence the reaction young adults have to prospects games.

How Video Games Begin:

Teens are usually unveiled to the violent video games by their friends; they contemplate it the cool thing, because the media has advertised the game as a result. They constantly play when they are uninterested, or with friends. Generally they tend to choose to play violent video games because they're a means for a teen to acquire control over something, which is what teens are mostly looking forward. They are also buying distraction, or an activity so that they can have fun. They start participating in violent video gaming, not because they are looking forward to becoming serial killers, but because they are appealing a means where they feel they can release their anger without actually being violent; because they can be stressed because of different reasons such as college, or a dialogue with their parents and getting to take action where they will be the ones that control the actions, relaxes them.


Teens begin participating in video games as hobbies, which in turn become practices and in no time they become obsession. What differentiates hobbies and interests with habits is that pastimes might be performed eventually but habits are regular making them harder to change. Habits are behavioral patterns developed by duplicating the action constantly, so that eventually the mind should it automatically. Habits can be managed or improved, they have a tendency to become addictions when the person begins feeling the need of accomplishing the action but habit requires professional help and drive for a change.

Playing video games has become an addiction oftentimes. 'Habit' comes from the action to be addicted to something; which has been physically and psychologically reliant on a material or patterns. Addictions affect interactions within the buildings of the mind, such as the anterior cingulate cortex, amygdala, and accumbens[4], in a way that a person's determination switches to those addictive behaviours; it also influences interactions and neurotransmissions between your cortical and hippocampal circuits which are the sides of the mind where the rewards are stored, and the individual commences to constantly perform actions that were normally a reward[5]. In this case video gaming are played for most hours on the daily bases, instead of being enjoyed for fun becomes the main activity in the individuals routine.

The addiction causes, behavioral, cognitive and mental changes. Behavioral changes will be the first symptom to be noticeable to others, such as increased engagement in video gaming, and narrowing the actions of the day to wrap up participating in. Cognitive changes become obvious to others when the person begins struggling due to addiction, but goes on blaming his problems to the cravings. Mental changes are those such as a rise in anxiousness, and increased sensitivity to stress.

A person will present certain symptoms when an dependency has been developed such as: preoccupation, time damage, lack of control, making excuses, and defensiveness. The young starts to show preoccupation as they are doing daily activities, and he doesn't enjoy the activities he is doing, he's worried about carrying on playing, or considering new ways of used in his game; the young can stop enjoying outdoor, family or any other kind of activities, only worrying about his digital life. Time damage happens when the individual has other activities to do but selects as important to continue participating in video gaming, that also shows insufficient control and insufficient organization; it could be normal for this to occur once or every once in a while but when it happens repeatedly it's an indicator of an obsession. The individual also makes excuses for postponing more important activities, choosing to experiment with video games instead. Making excuses such as those shows the full engagement the young has with the game titles and the lack of interest he has with reality; so the teenager is becoming less with the capacity of controlling his own time, he may be playing 10 minutes more, three hours or so long as the teen can keep up participating in the game.

Positive Aspects:

"I find that lots of specialists simply haven't even considered the alternative arguments. They just go with the mainstream studies, or they're so wrapped up in their own part of the field it's not a account. I work hard to try to sketch comparisons to things that they love and feel interested in. We all have those things that are important to us, but ridiculous to other people. It becomes better to discuss gaming once i sketch those comparisons. "[6] Says Dr. Steve Kuniak, he uses violent video games as a way of experiencing a reference to his patients, since he is a player, he recognizes why they like video gaming so much. He has found out that video games have the benefit of coping and health and fitness. Players of video gaming, especially when they are young, are able to develop their own world and their own personality.

Teens also develop the habit of pursuing instructions, and of analyzing situations better. Many psychologists also contradict the theory of teens isolating themselves from the rest of the world; instead they say that teens contain the likelihood to socialize more through the opportunity of interacting with other players that the video games propose. They'll also have the ability to develop coordination and agility skills.

Coordination, between palm and eye, in shooting game titles the character can run and shot at once, this involves coordinating the brain's interpretations and reactions with the player's actions and thoughts. Research in addition has shown that players can learn spatial, iconic and visual attention from the skills on video gaming. In the game the player must pay attention to different situations and the several objects that are on a picture because they could need them later on; the player should be able to notice all those little details as well in real life. Teens are able to make guesses and test their hypotheses about the several situations presented. They start taking more risks, through those increasing activities, which in the psychologists' perspective is good because the results they may be having in real life they may be experiencing them through a video game. Experiencing the games it's better than them taking those situations to reality; it would be dangerous to the people.

Violent video gaming also aid in team work, especially those online games where the player can create alliances or teams to accomplish a mission. The participant learns how to experience their role in the team work and the way to deliver work. They learn how working as a team can be better than working alone, how it makes things simpler. The ball player is also in a position to view situations from an alternative perspective; they may switch jobs and experience harder jobs than theirs. They may be noticing how hard completing something, because there are always different obstructions that block the way.

Video games are also a way to release stress, specifically for kids who don't practice sports. It offers them a sort to deviate their attention from what could be heading wrong in their lives. Video games may have an optimistic aspect, this also depends upon the orientation teens have from parents if parents guide kids to allow them to understand that video gaming are not actuality and they can't do all the things they do in video games, like eradicating someone, young adults will react properly to violent types of video gaming because they'll know to differentiate from wrong; it may even help them to react to certain situations better.

First Changes:

The most known change in action is an upsurge in aggressiveness. "Playing video games may increase ambitious action because violent acts are continually repeated throughout the video game. This technique of repetition is definitely considered an efficient coaching method in reinforcing learning patterns. " (Anderson Gentile, 2003) [7] This effect may not mean that they'll be provoking fights, in the weaker of the circumstances the teen will behave harshly to situations, such as a lecture from their parents or an insult from anyone. In the stronger circumstance the young might react violently to strong situations she or he might be facing.

  • How much is enough?
  • External factors
  • Does it have an impact on the family?
  • Possible solutions
  • Brands which are the most addicting


  1. American Culture of Addiction Drugs. Definition of Addiction. (2014).

<http://www. asam. org/for-the-public/definition-of-addiction>. Web. (Jan 24, 2014).

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  2. Norcia, Andrea. Parents and Professors: The Impact of Video recording Games. August (2013). <http://www. pamf. org/parenting-teens/general/media-web/videogames. html>. Web. (Dec. 28/2013).
  3. Runge, Paul. Video Game titles Represent The Most Powerful (and Potentially Dangerous) Age in Storytelling. (Oct. 21/2013) <http://www. huffingtonpost. com/paul-runge/video-game-violence_b_4067069. html>. Web. (Feb. 23/2014).
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f) The Oxford Dictionary. Video Game, meaning. Web. <http://www. oxforddictionaries. com/definition/english/video-game>. (Feb. 23/2014).

g) Violent Video Games: Psychology Expert Finds Numerous HEALTH ADVANTAGES in Gaming. (September 24, 2013). << http://www. examiner. com/article/violent-video-games-psychology-expert-finds-numerous-health-benefits-gaming>>. Web. (Jan 29, 2014).

  1. Jenkins, Henry. How Computer Games Help Children Learn: An Interview With David Williamson Shaffer. . Interview. Web. (Jan 25, 2007). <http://henryjenkins. org/2007/01/an_interview_with_david_schaff. html>. (Feb. 23/2014).

[1] Entertainment Software Connection, Essential Facts, 2013 <http://www. theesa. com/>

[2] The Oxford Dictionary, Video tutorial Games

[3] Jenkins, Henri. How VIDEO GAMES Help Children Learn: An Interview With David Williamson's Shaffer

[4] American Population of Addiction Drugs. < http://www. asam. org/for-the-public/definition-of-addiction>

[5] American Society of Addiction Drugs. < http://www. asam. org/for-the-public/definition-of-addiction>

[6] Kuniak, Steve. < http://www. examiner. com/article/violent-video-games-psychology-expert-finds-numerous-health-benefits-gaming>

[7] Gentile, Anderson. <http://www. pamf. org/parenting-teens/general/media-web/videogames. html>.

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