Tags: Objectives EssaysGreat Homework ExcusesBroken Glass Floats EssayCertificate Of Assignment San BernardinoWriting Essays Sentence StructureDissertation FirstPlastic Recycling Business PlanSolving Genetic Problems
Playing with rage is a valuable way to reduce its power.Being evil and destructive in imagination is a vital compensation for the wildness that all have to surrender on the way to being good people (para. When Gerald went into classrooms during the September 11 crisis, he found that the children were not as shaken as their teachers and parents.
In the United States, forty-two percent of homes own a video game console, such as an xbox or a playstation (p. The average age for a gamer of these devices is thirty-five years of age.
Concerning gender, sixty percent of gamers are male, where as forty-percent of gamers are female.
The industry grew nearly three times faster than the overall state economy. The video game industry does not solely concentrate on the children population, as many adult speculate.
California game companies also provided over $1.8 billion in direct and indirect employee compensation (para. According to another report the Entertainment Software Association (2009): Sixty-eight percent of American households play a computer or video game (p.1).
3).” The video game industry also stimulates complementary product purchases of roughly $61 billion a year.
For example, video games are spurring demand for HDTVs.In junior high, Jimmy fell in love with first shooter games, those games like in which the player has to explore a fantasy environment and gun down bizarre opponents who attack him (para. When he started talking about his hobby at school, the official reaction wasn’t supportive of it.Two teachers and the principal, on separate occasions, sat him down told him that the games that he loved would desensitize him to violence, make him believe he could kill without consequence, give him a false sense of power, and make him associate bloodshed with fun.Instead of helping him deal with the fears that he has, they send the message that they're afraid of him, making him even more afraid of himself,” Leila said (para. Leila, using the advice given by Gerald, asked school officials to look past generalizations and do what she was doing: ask him why he loves the games he loves, show some empathy for his fantasies and feelings, trust that he’s doing his best to meet his complex emotional needs and offer help, not fear (para. Each child’s fantasies and emotional needs are very much their very own, even if he or she shares them with millions of other kids. Their fantasies will tell what they feel they need to do to attain that, if paid attention to.When parents burden those needs with their own anxieties, children become confused and frightened of their own feelings (para. But adults need to look beyond their expectations and interpretations and see them through the child’s eyes (para. Viewing children as passive recipients of the media’s power puts adults at odds with the fantasies they’ve chosen, and thus with the children themselves.With each encounter, he would come home frightened, agitated, and more inclined to act up more than before.“The poor kid has enough real fears of his own without having adults dumping their fears on them.Violent Video Games are Not as Harmful as Parents Make Them Seem The content and quality of video games have improved since the first original Game Cubes and PC games. entertainment software industry accounted for a modest 74.1 million units sold and .6 billion in sales revenue.As the graphics and story lines become more complex, parents have become worried over the violence that their children are bearing witness to when playing the newest games. Twelve years later, computer and video game companies sold 298.2 million units, leading to an astonishing .7 billion in software revenue and billion overall (para. As Brandon Curial, president and CEO of game developer and publisher Venan Entertainment Inc., says, “You have older gamers that haven't stopped playing, and you have younger kids getting into it every day.Much of research concerning video games have been flawed and do not support activist claims.The worries of parents camouflage the benefits of violent video games and this report will give the facts concerning violent video games.