Blood Glory Do Video Games Make Monsters

Blood & Glory Do Video Games Make Monsters?
Video games have been taking the​ flak for the​ surprising rise in​ teen and childhood violence over the​ past few decades. Everything,​ from the​ increase of​ guns among inner city kids to​ the​ Columbine tragedy,​ have been blamed on​ video games. Some US Senators have even attempted to​ have the​ entire industry banned based on​ the​ fact that video games turn kids into violent,​ amoral,​ sadistic monsters. However,​ these moralist crusaders tend to​ ignore the​ other potential factors in​ such a​ transformation. What is​ not often discussed about this issue is​ the​ possibility of​ parental neglect and the​ predisposition of​ some children to​ violence even prior to​ being exposed to​ video games. Some studies are now being conducted to​ determine how video games affect a​ persons mental health,​ in​ the​ hope of​ getting to​ the​ bottom of​ this video game debate once and for all.
While research is​ always necessary,​ there is​ always the​ possibility that the​ results of​ these studies would be too generalized. For starters,​ like literature,​ video games have different genres,​ with each genre having a​ separate set of​ core elements that define how the​ game is​ played. For example,​ the​ roleplaying game RPG genre is​ traditionally focused on​ developing a​ long,​ continuous plot,​ hoping to​ ascend from being a​ mere game to​ becoming a​ sort of​ emotional investment. in​ contrast,​ action games rely more on​ a​ fast triggerfinger and quick thinking,​ with little or​ no attention given to​ how the​ plot or​ characters develop. Both genres of​ games can have completely different effects on​ a​ persons mental health,​ if​ there is​ even any effect at​ all. Sure,​ playing a​ dating simulator or​ a​ visual novel can have some effect on​ how a​ person deals with social situations. However,​ these games do not automatically turn players into sociopaths like Ted Bundy and Jack the​ Ripper.
Violent video games,​ according to​ recent studies,​ can actually have other uses. in​ a​ study conducted by the​ University of​ Southern California,​ environmental simulations are being used to​ treat soldiers suffering from posttraumatic stress syndrome. This is​ done by ironically immersing them in​ the​ same combat environment they came from. While the​ data as​ of​ now is​ not yet complete,​ it​ does reflect that it​ is​ actually helping them cope with combat stress,​ and not twisting their mental health. This actually keys in​ to​ what video game players have been saying for decades,​ which is​ that video games make for excellent stress relief.
Indeed,​ in​ contrast to​ the​ sales numbers,​ very few violent incidents have been blamed entirely in​ video games. There is​ no concrete study that has been conducted into it,​ but the​ anecdotal evidence of​ countless gamers the​ world over can attest to​ just how good a​ stress relief tool for a​ person. Yes,​ there will always be some who will have their mental health affected by playing a​ video game,​ but it​ would be far too simple and far too easy to​ make a​ scapegoat of​ a​ massive,​ global industry that makes billions every year. This is​ especially true when one considers that not all games are violent,​ and not all of​ them encourage causing mass destruction and mayhem. Yes,​ violence sells games,​ but blood and gore do not a​ hit game make. For example,​ the​ Final Fantasy and Mario series of​ games have both set and broken sales records in​ the​ past,​ but neither of​ them espouse the​ same level of​ violence as​ Grand Theft Auto or​ Resident Evil.
Whether video games are a​ modern form of​ stress relief or​ a​ tool for twisting someones mental health will likely always be a​ subject of​ debate. However,​ the​ debate always tends to​ ignore other factors,​ such as​ how the​ games ended up in​ the​ hands of​ children in​ the​ first place. it​ is​ illegal to​ sell a​ game with an M rating to​ someone below 18,​ which means that unless the​ parent or​ a​ similar authority figure bought it​ for them,​ there is​ no way a​ child can get their hands on​ the​ game. Yes,​ there are those flashy and violent arcade games,​ but if​ a​ child is​ spending hours on​ end in​ an arcade,​ doesnt that imply just a​ little bit of​ parental neglect? Besides,​ peer pressure and parental influences can often have a​ more powerful effect on​ a​ childs mental health and social development than whatever was playing on​ the​ XBox 360.

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