Argumentative Essay on Video Games
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Osman Sirin
- February 7, 2023
Home » Sample Essays & Research Papers » Argumentative Essay on Video Games
Authority As a Concept
Introduction
Video games have been a popular form of entertainment for several decades, with the rise of technology and the internet, video games have evolved into a multi-billion dollar industry. The impact of video games on society is a controversial issue, with some arguing that video games are a harmful influence, while others claim that video games are beneficial. In this essay, the argument that video games have a negative impact on society will be presented and supported with evidence from reputable sources. Video games have a negative impact on society as they contribute to the desensitization of violence, promote sedentary behavior, and cause addiction.
Desensitization to violence
One of the main criticisms of video games is that they contribute to the desensitization of violence in young people. Studies have shown that exposure to violent video games can lead to a decrease in empathy and an increase in aggression (Anderson & Dill, 2000). In addition, playing violent video games can make it easier for individuals to accept violence as a solution to conflict, and can lead to a decrease in prosocial behavior (Gentile & Anderson, 2003). This can have serious implications for society as individuals who are desensitized to violence may be more likely to engage in violent behavior in real-life situations.
Promoting Sedentary Behavior
Another negative impact of video games on society is that they promote sedentary behavior, leading to a sedentary lifestyle and potentially contributing to obesity and other health problems. Spending hours in front of a screen, either playing video games or watching television, can have a negative effect on physical health as well as mental health. The sedentary nature of video games can lead to a lack of physical activity, which can increase the risk of obesity, cardiovascular disease, and other health problems (Baumeister & Leary, 1995).
Addiction
In addition to desensitization to violence and promoting sedentary behavior, video games can also cause addiction. Gaming addiction is a serious issue that can have a negative impact on individuals, as well as on their families and relationships. Addictive behavior can lead to negative outcomes such as poor academic performance, social isolation, and financial problems (van Rooij, Schoenmakers, Vermulst, & van den Eijnden, 2011). Gaming addiction can also cause individuals to prioritize their gaming over other important life activities, leading to neglect of responsibilities and a decline in overall well-being.
Conclusion
In conclusion, video games have a negative impact on society as they contribute to the desensitization of violence, promote sedentary behavior, and cause addiction. While video games can be a form of entertainment and enjoyment, it is important to recognize their potential negative effects and to engage in moderation. Parents and individuals should be aware of the potential harm that video games can cause and take steps to limit their exposure and prevent addiction. The evidence presented in this essay supports the argument that video games have a negative impact on society and highlights the need for continued research and education on this issue.
References
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of personality and social psychology, 78(4), 772-790.
Baumeister, R. F., & Leary, M. R. (1995). The need to belong: Desire for interpersonal attachments as a fundamental human motivation. Psychological bulletin, 117(3), 497-529.
Gentile, D. A., & Anderson, C. A. (2003). violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children: A complete guide for parents and professionals (pp. 131-152). Westport, CT: Praeger Publishers
van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., & van den Eijnden, R. J. (2011). Online video game addiction: Identification of addicted adolescent gamers. Addiction, 106(2), 205-211.
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