Video Games Are Influential in What Way? Good or Bad? Essay

Whether it is an advertisement on television, an aisle in Wal-mart, or a collection in a student’s friend’s room, the ongoing increase of the use of video games among today’s teenagers is stealthily accumulating. Even though there may be some ratings on games for teenagers today, I believe that the ratings should become more emphasized, and parents should have stricter guidance on the buying of games.

Increasing the rating system for video games and having stricter parental guidance would be influential towards putting a stop to increasing obesity, rising violent behavior, and disinterest in education among today’s teenagers. Teenagers in today’s society are greatly influenced by playing video games during their free time. Instead of performing active, enjoyable, and lighthearted activities at home, teenage gamers are constantly occupied with excessive revel at playing enslaving video games. Now more than ever before, video games are much more complex and interesting to young gamers.

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Also, the advancing technology has proceeded to the point where a gamer can become engrossed in a multimedia classified as a virtual reality or alternate universe. As a result, teenagers are not getting enough exercise to stay healthy. This recurring dilemma is causing an extravagant amount of teenage gamers to gain body weight excessively. Regardless, of how dangerous neighborhoods might have become in the twenty- first century, teenage parents should still encourage their son or daughter to operate with healthy entertainment (Lynne).

Also, even though there is a continuation of growing continuation of weight watching games and the distribution of the recent game system Wii, I solely believe that there should be more bounteous advances in games that consist of weight watching genres that help maintain the gamer interested and productively active. By the unsatisfactory habit of playing video games, it is also known that teenagers are continuing to have an increase in violent and aggressive behavior.

Whether young gamers might be at school, in the public mall, or at their own grandmothers’ house, they might become more influenced to contain bellicose personalities by the dangerous enthrallment of the consistent use of violent video games. According to the college writer, Grace Shin, “When video games first came out, indeed they were addictive…however there seems to be a strong correlation now between the violent nature of games these days and the aggressive tendencies in game players” (Shin). For instance, in Littleton, Colorado on April 20, 1999,

Eric Harris and Dylan Klebold attacked Columbine High School before they committed their own suicide twenty three people were wounded and thirteen were pronounced dead. It was generally known that they both enjoyed the video game doom, which is a game, licensed by the US military to help endorse soldiers to effectively kill their opposition (Shin). Another growing problem that is vastly occurring among young gamers is that they do now have a constant growing interest in education. While there may be some educational video games that are being manufactured, there are not enough being processed for the teenage group.

Most educational games are especially made for a much younger audience. According to the psychologists, Dr. Anderson’s and Dr. Gentile’s research, instead of young gamers being intrigued with educational learning, “children are spending increasing amounts of time playing video games- 13 hours per week for boys, on average, and 5 hours per week for girls. (“Violent Video Games”). Furthermore, the parents of young adult’s gamers are not strategically involved to make sure their child has some value of education in their day.

I believe that parents should try to limit their child’s “downtime”. Additionally, I honestly think that teenagers would be more educated and prepared for their next stage in life if their parents would step in and be courageous heroes by encouraging them to practice educational things. Beyond recall, video games carry a few consequences with them for the average teenage gamer. Not only do video games help increase the obesity rate but they also help influence gamers to become more steadfast in violence, aggression, and less engrossed in education.

I strongly feel that this approach would not only help put a stop to violence obesity and educational disinterest in our community but progressively bring forward more dynamic and vigorous young citizens. Works Cited Lynne, Beth. “Weight Gain and Technology? ” suite101. com . 2007. 22 October 2009 Shin, Grace. “Video Games: A Cause of Violence and Aggression. ” 2003. 19 October 2009 “Violent Video Games. ” American Psychological Association. 2004. 23 October 2009


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