Media violence

Media violence adversely affects the way people socialize and interact because it leads to increased aggressiveness and violence in the real world. Media are a vital tool that offer people with information and encourage socialization, despite events of increased aggressiveness and violence in the short and long run among young viewers.

Video games lead to dependence attracting children to devote long hours playing games at the expense of other activities. Addiction is the root of the problem rising from video games creating interference in carrying out other tasks in youths and children Extreme video games lead to modifications in behavior and social life among children. This leads to the increase in violence behaviors among children and decline in personal hygiene, decline in attention at school and home and later develop aggressive characters. Children engaged in extreme video games have an isolated lifestyle (Pozios, Kambam, and Bender).

However, video games increase social skills among children because it involves multiple players to complete the game. Most games require numerous players as a team to prosper in the game, increasing players’ emotion control skills and social skills. Some of the video games are created to assist as emotion controllers. There are other pro-social games that promote social behaviors were one is required to assist another gamer. In these pro-social games, users are required to assist another player to complete a certain level in the game. Socialization occurs in video games where players are required to work as a team and when the gameplay is a one-one. Gamers that play with other people in the same room are more likely use the experiences outside the game including behaving civically and commenting message boards.

Video games lead to insensitivity and indifference to violence. Violent graphics featured in some video games disoriented children to violence behaviors in the real life. Violent video games lead to insensitivity toward violence resulting from decrease psychological related emotion in real violence. According to researchers, when a person plays a violent game for only one hour, they tend to become less sensitive to real situations. Children and youths who excessively play violent video games get used to violence events in the virtual world and eventually become desensitized violent. Aggressive behaviors result from repetitive killing in some of the violent video games Exposure to weapons and blood in excessive video games making children unsocial and obese with violence. However, players participant in a wide varieties of social activities including online chatting, drinking. Gamers engage social activities that are available to them when participating in their games. There is a higher tendency for gamers to develop social skills and become attracted to each other, and some go further to dating some of their friends they interacting when gaming. Most gamers trust their real-life friends, but some gamers have a tendency of discussing sensitive issues through online chatting more than they could discuss with their real-life friends. Gamers make a crucial decision without sacrificing accuracy which assist gamers to interact, develop and engage in healthy relationships. Video games are engaging and allow multiplayer to be immersed the game and work together with the aim of completing a specific task. Interaction when playing games allow gamers to develop a more social and emotion control skills when dealing with people in the real world.

Conclusion

Most of the video games require multiple participations as a team to succeed make it in the game, enhancing players’ social skills and emotion control skills.

 

 Work Cited

Pozios, Vasilis K., Praveen R. Kambam, and Eric Bender. “Log In – The New York Times.” The New York Times – Breaking News, World News & Multimedia. N.p., 23 Aug. 2013. Web. 22 Mar. 2015.