Video Game Addiction

Topics: Video game, Nonviolent video game, Video game controversy Pages: 3 (781 words) Published: September 8, 2010
Video Game Addiction:
Notable deaths-exhaustion from playing games for excessive periods of time. Players may play many hours per day, gain or lose significant weight due to playing, disrupt sleep patterns to play, play at work, avoid phone calls from friends and/or lie about play time. Relationships with family and friends and performance at work or school may suffer. Violence:

Previous studies also found that more than 85 percent of video games contain some violence, and approximately half of video games include serious violent actions. There are plenty of violent video games which are not restricted to minors, affecting their social behavior to become more vulgar and aggressive. Some players may already be mentally disturbed and might not be able to differentiate between the virtual game and the real world, which may result in their mimicking the extreme violence in the games they play. In April 2000, 16-year-old Spanish teenager José Rabadán Pardo murdered his father, mother and his sister with a katana, proclaiming that he was on an "avenging mission" by Squall Leonhart, a character in the video game Final Fantasy VIII. Notable deaths

Desensitization to Violence:
The initial surprise, or disgust felt when viewing violent images is gradually reduced over repeated viewings. This means that the images make less and less of an impact over time. Instead of finding them shocking and disturbing, kids soon experience these realistic scenes as amusing and entertaining. In addition, the offenders in video games rarely receive negative consequences for their actions, nor do they show empathy or remorse for pain inflicted on their victims. In a study at Iowa State University, participants played one of eight randomly assigned violent or non-violent video games for 20 minutes and were then asked to watch a 10-minute videotape of actual violent episodes taken from TV programs and commercially-released films. Heart rate and skin response were monitored throughout the...
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