Video games are an important part of most teenagers' lives. About 90% of American teenagers enjoy playing them. Boys seem to play more than women. And violent games, like Call of Duty or Grand Larceny Car, are among the trendiest. All this has forced adults to point out that video games cause violence among teenagers in the real world. In fact, new studies find that this is often not the case. Say no to plagiarism. Get a tailor-made essay on "Why Violent Video Games Shouldn't Be Banned"? Get an Original EssayDo video games cause violence? Many empirical studies have highlighted links between video game violence and real-world violence. It would seem logical that enjoying violent games would have lasting effects on the brain. As a result he can be held responsible for someone's acts. However, the analysis showed conflicting results. Some studies have found a powerful impact, while others have found none. These conflicting results have confused many people: teenagers, parents and closeted scientists. Violent computer games thrill large numbers of people around the world, and social association through the web interfaces them with different players, who have comparative interests. By allowing collaboration through conversation and appearance, there are many people who accept that these crude computer games are forcing many people to behave brutally, reproducing what they see or play in these entertainments. Censorship of these recreational activities for individual activities is blurred. In case someone is fit to perform outrageous and wild acts or act violently, they have been equipped for this long before taking part in a PC game. It is up to the person who creates these amusements to act reliably, distinguish directly from evil and create recreations for excitement, so to speak. Evil is not simply present in video games, it is everywhere and surrounds us. Excessive video game play causes violence among young gamers in real life. A dull performance can prepare them to act forcefully. Most computer games are simply killer if the player performs these activities regularly in order to become subliminally familiar with such activities and be wild himself. During one test, two groups of children were asked to play more ferocious computer games than another group. The group who had more introduction to the game was wilder than the person who didn't play at that level. Playing an excessive amount of wild computer games can trick the player into thinking that wildness is fun. When the game is played, the child may associate naughtiness with excitement. Also, for performing brutal acts, the player constantly receives a reward. In the event that the individual makes the show excessive, he may develop the propensity to be energetic for the sake of entertainment. One way or another, if the game is played too much, the lines between brutality and fun in the game and ferocity, all in all, can be crossed. Most entertainment contains blood and numerous weapons, such as explosives or guns. Being subjected to these practices in the game, corpses and blood can make players inhumane towards brutality. As indicated by aacp.org, computer games make children antisocial, ferocious and portly. Overdoing it will introduce players to images of wild acts and if the player does it constantly it will seem like a typical thing for them. Computer games can createexceptionally addictive if handled poorly. In the game players are always rewarded and will perform similar tasks again and again in order to succeed and be rewarded as much as can reasonably be expected in the game. Another thing that keeps players "trapped" is that most computer games have numerous objectives that require some effort to achieve. Most entertainment has levels that serve notoriety, protective layerparts or catalysts. People are constantly in a condition of rivalry and want to be the most amazing and the first to achieve all these goals in amusements, but the problem is that they require many long periods of playing. The first and most immense inspiration driving why wild cyber deviations negatively impact mankind is its negative physical results. Young people in particular place most of their vitality in enjoying unbridled entertainment on the computer and the fact that they cannot take as much time as they need and on top of that they have had to deal with lack of solid livelihood and other physical defilements. 'Children and teenagers today invest most of their energy in the media category and spend. All in all, children spend about forty hours a week watching TV and movies, listening to music, playing computer games and investing energy online.' If we look at our history, there are numerous researches, speeches and articles regarding this topic. Research has recognized the negative effects of computer activities on children's physical well-being, including weight; Video-initiated seizures, postural, solid, skeletal, and nerve burden disorders are essential in children. The consequent reason is that terrible computer entertainment causes mental disorder effects in children. As is indisputable from observation, violent computer games make children stable and possess their obsession from their targeted educational purposes and as a result poor academic performance is found in children. The amount of time you spend playing PC games includes a negative relationship with running Donnish. On the other hand, children mostly learn the higher language and ugly guidance of these computerized diversions which disturb the mental stability of the child. The substance of the computer game is satisfied with an important use in the improvement of the child's mind, if the substance is extraordinary it will help the child to adapt new abilities and if the substance is not incredible it will cause negative mental problems in a slight of that means that each of them will have a significant impact on the child's psyche. The third and final reason is that terrible computer deviations cause psychosocial problems. Soon after the child plays these unpleasant diversions on the computer, the bond with the family is reduced, which makes him psychosocially separated. Furthermore, young people interpret these shows as a real model and continue just like the character that suggests intense direct, with the highest language and several lead problems. “Investigations suggest that the use of brutal video games shows more violent behavior that provokes violent reactions in children.” Since early youth is one of the most important parts of every teenager's life, and regardless of whether the child realizes that learning will continue in his further life, the negative impact that the child absorbs at the beginning of the year will similarly impact their future life. Some parents claim that these computer games have a positive effect on their children's lives..
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