The video game
industry, being $10 billion a year industry, has proven its success. According
to “Video games Today Not Just Child’s Play”, video games nowadays are not mere
entertainment but valuable educational tools and places for human interaction.
However, thousands of players in a fully interactive online world live without
recognizing the severe symptoms of falling into the “artificial realities.”
The video games
have more significant effects on young people. Kevin Fagan mentioned in his
article that over three-fourths of all video game users in America are under
18, regardless of their gender. They are allowed to play games with violent
fantasies, romping off the opponent to murder and destroying everything.
According to Dr. Pariseau of Princeton University said even a four-year-olds
are able to by the most violent games because about 90 percent of the parents
do not check on their children what kind of games they buy. Under these liberal
conditions, there is no difference from exposing the children to “hard-core
porn” or “R-rated gore-fest movies.”
Most people think
that “there are no studies linking violent video game play to serious aggression”;
however, video games have contributed to delinquency and violent criminal behavior
of high school students, according to Anderson in his study of the effects of
video games. Violent behaviors are embedded in their attitudes when playing
during free play periods at schools, without recognizing them. One of the
examples of highly aggressive games that affected the young children is “Grand
Theft Auto 3.” Being the indisputable number one in video game industry, the
game has caused “sadistic frenzy” in the minds of the players, in reference to
a newspaper article written by Fagan.
The cartoon “Dr.
Frankenstein Creating Little Monsters” by Horsey depicts that the video game
industry has been justifying “creating little monsters” as their “right.” Behind
that nonsense shield, the video game industry has imprisoned the young players
in an inextricable addiction full of artificial realities. Enjoying games which
allows the users to “commit a crime and get away with cops trying to chase you”,
players feel more comfortable and behave better in games than they do in
reality, according to “Complicated Games: The Mortal Rorschach Test” by Dahlen.
Video game players “find out more about themselves than they expected.”
댓글 없음:
댓글 쓰기