Social and Ethical Issues of Video Games

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  • Topic: Video game, Video game addiction, Video game industry
  • Pages : 3 (1005 words )
  • Download(s) : 430
  • Published : November 12, 2012
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The video-gaming industry is a multi-billion dollar industry, top selling games producing millions of dollars in their first few days of release. But the industry’s biggest sellers are violent video games (LeClaire, 2006). These days, people are desensitized towards violence that they practically walk past violent events in the street or helpless, injured people without thinking twice or casting a second glance (, 2010). Are video games the cause for increased violent behaviour in younger adult generations, as well as the desensitization towards violence? There have been extensive studies on how video games affect young adult’s behaviour, social life, health and attitude towards real-life violence. On the other hand, the positives of video games may outweigh the negative effects. Video games are can be powerful educational tools, among other positive things. It cannot be easily determined if video games overall have positive or negative effects on the behaviour and health of the players.

Video games provide many positive sides to playing, triggering parts of the brain that control motor and spatial skills, problem solving, logic, instruction following and more (, 2011). In 2008, there was a test done on surgeons to see whether video games had a positive effect on surgical practises or not. It was shown that surgeons who played video games made 37 percent fewer errors and were 27 percent faster at advanced surgical procedures compared to surgeons that didn’t play video games. The results show that video games improve cognitive and perceptual skills and help focus on planning and problem-solving (LeBlanc, 2008). On the other hand, there have been studies on the effects of violent video games on young adults. Some of these studies show that people who play violent video games are more likely to have increased aggressive thoughts, feelings and behaviours, but these results cannot be 100% accurate, as violent...
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