The effect of video games on the brain is a research area gaining popularity as the percentage of children and adults who play video games is on the rise. Some people believe violence in video games and in other media promotes violent behavior among viewers. While there is not sufficient data to validate this claim, there are a number of studies showing that video games can increase aggressive behavior and emotional outbursts, and decrease inhibitions. From a few of these studies, and from my own observations of children playing video games, it is quite obvious that the video games do have at least some effect on the behavior of the player. The extent and long range consequences of these behavior changes after one has turned off the video game are not so easily deduced. One source states that "While research on video games and aggressive behavior must be considered preliminary, it may be reasonably inferred from the more than 1,000 reports and studies on television violence that video game violence may also contribute to aggressive behavior and desensitization to violence"
Video games are a unique form of entertainment because they encourage players to become a part of the game's script. Although video games have been available for more than 30 years, today's sophisticated video games require players to pay constant attention to the game. Players engage on deeper level—physically and emotionally—than people do when watching a movie or TV.
Today 97% of teens in the U.S. play video games, and sales of games are growing. The domestic video game industry brings in nearly $12 billion a year. This popular form of media has both positive and negative effects on children.
This quality makes the video game industry a powerful force in many adolescent lives. When a video game is “pro-social” and rewards players for building a town or helping others, children tend to show more empathy and helpfulness in their daily lives, according to a 2014 study by Douglas Gentile, Ph.D., associate professor of psychology at Iowa State University.
However, studies also show that video games with violent content are linked to more aggressive behavior in teens. This is a concern because most of the popular video games contain violence.
Part of the increase in aggressive behavior is linked to the amount of time children are allowed to play video games—and daily media use by children is increasing significantly.
A 2010 survey by the Kaiser Family Foundation found that youth age 8 to 18 devote seven-and-a-half hours a day to entertainment media. Less than half of the kids surveyed said their parents have rules about the shows and games they can watch or play.
In interactive video games, players are encouraged to identify with and role play their favorite characters. Players move up in game levels as their character masters skill and wins. In a video game about stock cars, winning may mean winning the race. But in many of the popular games, players move up levels by winning fights or battles. Players directly benefit from engaging in acts of violence.
Most of the bad effects of video games are blamed on the violence they contain. Children who play more violent video games are more likely to have increased aggressive thoughts, feelings, and behaviors, and decreased prosocial helping, according to a scientific study (Anderson & Bushman, 2001). Also according to Dmitri A. Christakis of the Seattle Children’s Research Institute, those who watch a lot of simulated violence, such as those in video games, can become immune to it, more inclined to act violently themselves, and are less likely to behave emphatically.
The effect of video game violence in kids is worsened by the games’ interactive nature. In many games, kids are rewarded for being more violent. The act of violence is done repeatedly. The child is in control of the violence and experiences the violence in his own eyes (killings, kicking, stabbing and shooting). This active participation, repetition and reward are effective tools for learning behavior. Indeed, many studies seem to indicate that violent video games may be related to aggressive behavior (such as Anderson & Dill, 2000; Gentile, Lynch & Walsh, 2004). However, the evidence is not consistent and this issue is far from settled.
The most widely acknowledged "positive" impact is that video games may help children improve their manual dexterity and computer literacy. Ever-improving technology also provides players with better graphics that give a more "realistic" virtual playing experience.
The American Psychological Association (APA) also concluded that there is a “consistent correlation” between violent game use and aggression, but finds insufficient evidence to link violent video play to criminal violence. An open letter by a number of media scholars, psychologists and criminologists, however, find APA’s study and conclusion to be misleading and alarmist. On the other hand, many experts including Henry Jenkins of Massachusetts Institute of Technology have noted that there is a decreased rate of juvenile crime which coincides with the popularity of games such as Death Race, Mortal Kombat, Doom and Grand Theft auto. He concludes that teenage players are able to leave the emotional effects of the game behind when the game is over. Indeed there are cases of teenagers who commit violent crimes who also spend great amount of time playing video games such as those involved in the Columbine and Newport cases. It appears that there will always be violent people, and it just so happen that many of them also enjoy playing violent video games.
Too much video game playing makes your kid socially isolated. Also, he may spend less time in other activities such as doing homework, reading, sports, and interacting with the family and friends. On the other hand, a study by researchers at the North Carolina State University, New York and the University Of Ontario Institute Of Technology points out that gamers usually do not replace their offline social lives with online game playing, but rather it expands them. In fact, among gamers, being a loner is not the norm.

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