Video Games: 1209682

Video games are the root of all evil

The movies, television series and video games are being overwhelmed by the violent content, therefore video games is become the major part of the youngsters ad estimation revealed that there is direct association among the “violent video games” as well as “aggressiveness of the users”. Further, the above argument also revealed that video games forced the children to commit and being in the criminal acts. It is investigated through the irritating and violence of the video game that is the more violent video games leads in affecting the intensity of the children as well as also influences the acceptance of the individual (Kapsis). Further, the solutions for research problem is discussed.

Cognizance for video game ascendancy

There are negative effects of video games on the behavior and attitudes of the individual this is revealed by the different authors that behavior of the youngsters towards the video games is highly negative. The satire demonstrate that solution of research problem is to provide awareness about the effects of video games and estimation describe that major reason which give raise to the violence behavior that is there is direct association among the gaming as well as violence among the students. The other research describes that older age leads in making the individual more cautious and conventional regarding the video games.

Time Curb

To reduce the violent behavior among the children the parents and teachers as well as youngsters themselves can set the time limit to play the video games. It is because more play can leads in negative effects but limit can reduce the stress level and support the person to focus on various other activities in their life. Therefore, in this satire curb mean limited and describe that it is important for the individual to remain stick with the time so that they can become habitual to play the game within the limitation of the time. It can also support in reducing the evil behavior of individual and raise the socially desirable attitudes such as moral engagement, empathy etc (Video Game Addiction).

No-No Blanket

For reducing the negative behavior of an individual it is important for the person to block the wall, in this satire the blanket will work as the wall which blocks the negative violence of the children which they received from the video games. Therefore, through this children do not see the terrible content and could not know what the violence seems like. Through this the anxious behavior and intensity of the person in increasing their competitive ability will be reduced (Dowsett and Jackson). This can support the person to maintain peace in the mental state of mind and decrease the evil behavior among individual.

Yes to Pursuit  

Kapsis tries to poke hole in Rodger’s story and describe that the increase in stress level raises the risk of dangerous disease and other health issues among the individual. Therefore, individual can focus on doing other physical activities daily in which exercise is become one of the important activities to become healthy and reduce the level of anxiety in the individual to play more video games (Kapsis). The author say yes to the pursuit mean focusing on more activities as well as parents and adult can also focus is to play the games according to their age this can also reduce the various problems in the child.

References 

Dowsett, Andre and Mervyn Jackson. “The effect of violence and competition within video games on aggression.” Computers in Human Behavior 99 (2019): 22-27.

Kapsis, Marios. “Violence in video games; Root of all evil or just a 21st century phonomenon?” 2018. Medium. <https://medium.com/@MariosKapsis94/violence-in-video-games-root-of-all-evil-or-just-a-21st-century-phonomenon-a79f422769e5>.

“Video Game Addiction.” 2019. WebMD. <https://www.webmd.com/mental-health/addiction/video-game-addiction#2>.