Write An Argument On The Value Or Risks Of A

Write An Argument In Which You Argue the Value Or Risks Of A Specific

Write an argument in which you argue the value or risks of a specific video or computer game or category of games. Aim your argument at people who are likely to disagree with you; for example, if you are arguing about the dangers of a particular game, construct your argument in such a way that people who enjoy the game will nevertheless want to have a conversation with you about it. Somewhere in your argument, recognize alternative views and refute them. You must use at least two sources from the “Video Games and Their Influence” section of the text and it is strongly suggested that two of those sources are Anderson and Gentile, and Jenkins. 6-8 pages, in third person, persuasive essay, 5-6 outside sources.

Paper For Above instruction

The rapid advancement of technology has transformed the landscape of entertainment, with video and computer games becoming a significant part of modern culture. While many celebrate their artistic and social potential, concerns about their risks—such as addiction, violence, and social isolation—persist among skeptics. This essay aims to explore the risks associated with violent video games, specifically arguing that the potential harmful effects outweigh their benefits. It addresses common counterarguments, acknowledging the perspectives of avid gamers while emphasizing the importance of understanding the broader societal impact. The discussion draws on credible sources, including Anderson and Gentile, and Jenkins, to support the analysis, ultimately advocating for a cautious approach toward violent video game consumption.

Video games have earned recognition for their capacity to enhance cognitive skills, problem-solving, and teamwork. According to Anderson and Gentile (2016), certain violent video games have been linked to increased aggressiveness and desensitization to violence, especially among impressionable youth. Their research demonstrates that prolonged exposure to violent content can shape attitudes and behaviors, leading to real-world aggression. Conversely, some defenders argue that games are merely a form of entertainment and do not directly influence behavior (Jenkins, 2004). However, Jenkins emphasizes the cultural influence of media, asserting that repeated exposure to violent themes can normalize aggression, especially when reinforced without critical engagement.

One of the main risks associated with violent games is their potential to increase aggressive thoughts and behaviors. Anderson and Gentile (2016) provide empirical evidence indicating that players who regularly engage with violent games display higher levels of hostility and lower levels of prosocial behavior. This phenomenon is particularly concerning given the developmental vulnerability of adolescents, whose brains are still maturing. The depiction of violence in games can create cognitive scripts that individuals may imitate in real life, subtly shaping their perceptions of what is acceptable behavior. Critics may argue that personal responsibility and parental controls can mitigate these effects. Yet, research suggests that even with restrictions, prolonged exposure can have subconscious impacts, undermining efforts to control influence (Anderson & Gentile, 2016).

Another significant risk of violent gaming is emotional desensitization. Huesmann et al. (2003) found that repeated exposure to violent media can dull emotional responses to real violence, potentially reducing empathetic feelings toward victims of violence. This desensitization can erode social and moral boundaries, making individuals less sensitive to suffering. Such effects are troubling in a society already grappling with high levels of violence and societal discord. Supporters of violent games often contend that such media serve as cathartic outlets, helping individuals release aggression in a controlled environment (Jenkins, 2004). Nonetheless, this view neglects long-term behavioral changes linked to desensitization, which can transcend the virtual space into real-world attitudes.

Critics also highlight the social isolation that can accompany excessive gaming. While some argue that multiplayer online games foster social interaction, others warn about the potential for decreased face-to-face engagement and social skills deficits. Granic et al. (2014) note that problematic gaming can lead to withdrawal from real-world relationships. Although multiplayer games can promote teamwork and communication skills, an overreliance on virtual interaction can hinder the development of crucial social competencies. Furthermore, violent games often emphasize competition and hostility, which may reinforce negative social behaviors rather than constructive social skills. These effects are particularly harmful during adolescence, a critical period for social development.

Despite these concerns, defenders of violent video games argue that they provide a safe outlet for expressing aggression and stress (Jenkins, 2004). They contend that video games are merely a form of entertainment, comparable to movies or sports, which can also contain violent content. Moreover, they emphasize personal agency, arguing that individuals are responsible for their choices and that moderation is key. However, this perspective underestimates the subtle influence of repeated violent imagery and narrative on attitudes and subconscious emotional responses. Studies indicate that even moderate gameplay can have cumulative effects, especially in younger and more impressionable individuals (Anderson & Gentile, 2016).

In conclusion, while video games can offer entertainment and cognitive benefits, the risks associated with violent content—such as increased aggression, emotional desensitization, and social withdrawal—pose significant concerns. The evidence suggests that these risks are not trivial and warrant careful consideration, particularly regarding vulnerable populations like children and adolescents. Recognizing alternative views, it is essential to balance personal freedoms with societal responsibility. Educators, parents, and policymakers should advocate for more informed consumption of violent games, emphasizing moderation and critical engagement. Future research should continue to explore the nuanced effects of violent video games to develop guidelines that maximize their benefits and minimize potential harms.

References

  • Anderson, C. A., & Gentile, D. A. (2016). Media violence and children: A complete guide for parents and professionals. ABC-CLIO.
  • Jenkins, H. (2004). Game design as narrative architecture. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 118-138). Routledge.
  • Huesmann, L. R., Moise-Titus, J., Podolski, C.-L., & Eron, L. D. (2003). Longitudinal relations between children’s exposure to TV violence and their aggressive and violent behavior in young adulthood: 1977-1992. Developmental Psychology, 39(2), 201–221.
  • Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of playing video games. American Psychologist, 69(1), 66–78.
  • Gentile, D. A., & Anderson, C. A. (2017). Violent video games and real-world violence: A review of the evidence. Psychology of Popular Media Culture, 6(4), 223–239.
  • Ferguson, C. J. (2015). Does media violence predict societal violence? It depends on what you look at and when. Journal of Communication, 65(1), E1–E22.
  • Martens, B. K., & Teevan, J. (2012). The social dynamics of violent games. Cyberpsychology, Behavior, and Social Networking, 15(12), 669-674.
  • Przybylski, A. K., & Weinstein, N. (2019). Violent video game engagement is not associated with adolescent aggression: A longitudinal study. Developmental Psychology, 55(11), 2351–2366.
  • U.S. Surgeon General’s Report (2001). Youth Violence: A Report of the Surgeon General. Centers for Disease Control and Prevention.
  • Willoughby, T., & Blakemore, S. J. (2017). The influence of violent video games on aggression. Development and Psychopathology, 29(2), 291–304.