Video Addiction Essay Conclusion

Video Addiction Essay Conclusion-89
It concludes that gamers who expose themselves to greater amounts of video game violence are more likely to be prone to violent, aggressive and antisocial behavior over time.Word Count: 272 The gaming industry has grown immensely through the evolution of modern consoles, games and accessories.The final section in addition to a proposed solution to this issue, aims to discuss how effectively game ratings restrict inappropriate content from adolescent users.

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As the ‘mind-blowing’ graphic resolution becomes more available, users are promised ‘real entertainment’ in these virtual worlds, by creating a more realistic gaming experience.

The most commonly played games are action games; these games encourage the development of aggressive characteristics to emerge in gamers, as they have a large amount of violence due to their fast-paced nature.

According to many studies, video games can increase aggressive behavior, cause emotional outbursts and decrease inhibitions in many people (Kardaras 2008).

As a result of the increased exposure to this modern phenomenon, a mounting body of research is linking video games to violent, aggressive and anti-social behavior.

This paper presents an investigation into the impact of video gaming on society to determine whether it leads to aggressive, violent and anti-social behavior.

For the purpose of this examination the information has been divided into four sections.Similarly consoles like the Wii set a new precedent for the gaming world, trying to create a physical and more realistic gaming experience through innovative accessories such as the Wii Motion Plus which “provided true motion and position information to the console” (The Wiire 2008), and therefore encouraging users to become more engrossed in the game.Furthermore, the development of graphical interfaces and televisions appear to be significant factors in endorsing excessive gaming time.The games usually allow the user to play person against person or person against animal/aliens; a classic example is the game Halo which incorporates violent confrontations which are practised through violent combat between the user interface and the console (Caruana, Caruana & Bruner 2009).Currently “the most recent video games present players with expansive spaces and allow users to interact in multiple ways; resulting in each player having a unique experience” (Garrelts 2006).The first section examines what video games are and the genre of games which have resulted gamers displaying different behaviors.The next section assess how video games have an impact on society through real life examples, and then the possible factors which could lead to aggressive, violent and anti-social behavior.In particular the transition to LCD (Liquid-Crystal Display) and plasma televisions, which introduced a gratifying experience for gamers through the addition of surround sound speaker systems and improved graphic resolution.Subsequently the enlargement of graphic interface screens also added to the attractiveness of video games, as the screen sizes increased from 14 inch up to the unprecedented size of 65 inch (LCD television 2010).For this reason the study focuses on “investigating the impact of video gaming on society to determine whether it leads to aggressive, violent, anti-social behavior”.The first aim of this investigation is to document the different types of video games and how they operate through electronic devices, and therefore examining the associations between video game exposure and the different attitudes and behaviors displayed by gamers.

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