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Running head: BANNING VIDEO GAMES

Banning Video Games

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Introduction

Video games were invented with the sole intension of making youths relax after studies

and reduce anxiety after challenging issues in life. Video games have been popular in American

and Europe. There have been a number of advantages that have been associated with playing

video games by the youths. However, there are some criticism for allowing youths to play video

games for extended periods. Video games have evolved to various forms over time. There are

those that support games and sports but there are others that have a lot of violence scenes which

have made the society worried of the impacts they have to youths. Video games should be

banned to mitigate aggressive behavior among youths.

Video Games Should Not Be Banned

Video games help youths develop the ability to make quick decisions. The success of

playing video games depends on how fast the player will make decisions. These skills can be

used in real life situations which will make a person know the best way to respond and have

positive results. Video games help families to unite. Games such as FIFA have the option for

more than one player to engage in the game. While competing, family members can cheer each

other and the bond between them gets to be stronger (Lobel et al. 2017). Families through video

games have the opportunity to come together and enjoy life.

They improve on games and sports and develop talent (Thestar, 2018). When a person

plays a game such as soccer in PS, they develop affection for the sport, this might prompt them

to go to a soccer field with friends and play the game in real time just like they do in video

games. As a result, they develop talent and engage in physical activities which is good for their

general health and also a way of relaxing and connecting with the surrounding.
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Video Games Should Be Banned

There a number of reasons that necessitate banning of video games. Students who have

been found playing video games for extended periods have a poor performance in school (The

New Yolk Times, 2019). Playing video games takes too much time which would have been used

constructively to improve student GPA. When students engage in playing video games too much,

they lack sufficient time to engage in physical activities. Lack of enough time for physical

activities puts the health of the child at jeopardy since they stand a high chance to develop health

complications such as obesity. Obesity is a result accumulating too much fats and this condition

is risky as it can result to high blood pressure which can lead to a heart attack. Video games

promote aggressive behaviors such as violence (Velez et al. 2016). Some games promote

violence by making it appear normal to fight or be in possession of firearms and police coming

after you. In real life situation this is a condition that anyone would hate to be but video games

make it appear so fun and enjoyable. Games such as those can lead to an incident similar to the

attacks on Ohio State University.

Conclusion

Violent video games should be banned. Children can find fun in other activities that are

meaningful and add value to their life without spoiling their mentality and showing them that

violence is acceptable in the society. However, this is not the case since if they implemented the

things, they do in those games they might end up in prison early and for a long period.
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References

Lobel, A., Engels, R. C., Stone, L. L., Burk, W. J., & Granic, I. (2017). Video gaming and

children’s psychosocial wellbeing: A longitudinal study. Journal of youth and

adolescence, 46(4), 884-897.

The New Yolk Times (2019), 90 Minutes a Day, Until 10 P.M: China Sets Rules For Young

Gamers, retrieved from https://www.nytimes.com/2019/11/06/business/china-video-

game-ban-young.html

Thestar, (2018). Don’t ban game, educate parents retrieved from

https://www.thestar.com.my/opinion/letters/2019/03/20/dont-ban-game-educate-parents

Velez, J. A., Greitemeyer, T., Whitaker, J. L., Ewoldsen, D. R., & Bushman, B. J. (2016).

Violent video games and reciprocity: The attenuating effects of cooperative game play on

subsequent aggression. Communication Research, 43(4), 447-467.

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