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  • Essay / Negative Effects of Computer Game Addiction

    Table of ContentsSummaryIntroductionLack of SocializationAggression LevelsVideo Games and CrimeLearning ToolConclusionReferencesSummaryEveryone has different opinions on the negative effect that computer games can have on individuals. In this article, you will be informed about how individuals are affected by computer games. Families are beginning to worry about individual consumption and addiction to computer games. To begin with, it is affected by lack of socialization, developing levels of aggression and behaviors that lead to crimes. Negative effects will be discussed; however, there is a learning tool that creates a positive effect on individuals. The lack of socialization is based on the analysis of how young people deal with computer game addiction compared to others. It has been studied how aggression resulting from playing violent computer games varies by gender. Finally, they examine the relationship between video gaming and aggression, then study their social links with crime. Say no to plagiarism. Get a tailor-made essay on “Why Violent Video Games Should Not Be Banned”?Get the original essayIntroductionHave you ever thought about whether computer games have negative effects on individuals? Otherwise, think again. Computer games affect individuals in terms of lack of socialization, crime and increased levels of aggression. The reason why computer games are negative for individuals is because of the violence they contain. Excessive use of computer games can lead to crime, assault and lack of socialization. However, based on this research, there is a positive learning tool from computer games that involves fun and exercise, which is great for an individual's well-being. Lack of socializationPeople have different experiences when it comes to “computer game addiction”. This article will draw on young people's perspectives on computer game addiction and show that young people identified as addicted to computer games are more than "introverted, neurotic and impulsive", the result of problematic behavior or biochemical aberration. This article is based on qualitative interviews with three boys aged 14 to 15 who would typically be described as video game addicts. This study is not about whether video game addiction is a new disorder, but rather about the consequences of using computer game addiction as a common sense word. It is based on the analysis of the way in which young people interact with others in terms of addiction to computer games. The importance of this research is how to prevent young people from being stigmatized because of their computer games. It was emphasized that due to their identification with the phenomenon, young people face social uncertainties in their daily lives. Social organizations and parents are increasingly concerned about young people's addiction to computer games. Some of the social unpredictabilities that young people face in their daily lives have been shown to stem from this phenomenon. Addiction to computer games is not negative for young people, as they can be positive in terms of identity work, which relies on acceptance on the part of young people. their environment. The risk of stigma leads many people to question the social lives of young people, demonstrating how painful it is to be labeled as “marginal”. According to Rose, the textbooksdiagnosis no longer applies to a small pathological minority; they seem to interact with almost all of us. This makes it possible to examine the daily lives of young people using computer games. According to Brus, "this growing diagnostic practice means that ordinary everyday problems related to work, family and education are described as disorders requiring psychological, psychiatric or medical treatment." It has been stated that others should be cautious about classifying computer games as a psychiatric disorder or negative behavior. Levels of Aggression It has been studied how aggression resulting from playing violent computer games varies by gender and level of trait aggression. Animosity may be reinforced in children by playing computer games, which may be a prevalent form of arousal in this group. It has been found that playing computer games makes people feel relaxed and children spend a huge amount of time on this activity. Analysts have estimated that approximately 89% of children's electronic games contain bloody and violent content. In contrast, counterattack games require customers to shoot others with programmed guns in real-world settings through observational learning. According to, the effect of playing violent computer games on aggression levels in children works using a semantic classification task. Findings from Study 1 showed that Virtual Cop2 was a crude computer diversion, based on the predominantly high scores members gave for violent substances and images. Additionally, Battle Proprietor was a relatively peaceful computer diversion game, since scores for all measures assessing the nastiness of the diversion were high but not significant. Study 2 found that playing crude computer games essentially prepared children for animosity. “In particular, as expected, an increase was found in the number of children whose animosity was dynamic after the introduction to violent play compared to nonviolent play.” According to Boutwell, Franklin, Barnes and Beaver, these results are consistent with those of previous analyzes and support the first hypothesis. Video Games and Crime The relationship between video games and crime has been examined by psychologists. They focused solely on violent video games and suffered from two major flaws. Psychologists have adopted research that does not examine the relationship between video gaming behavior and crime, but rather the relationship between video gaming and aggression, and then offers social suggestions for reducing crime. In this study, conflicting results can be explained using routine activities theory. The study has a hypothesis using UCR, CPS and census data. As routine activities theory predicts, they find that rates of video gaming behavior at home are negatively related to violent crime. The competitiveness and hostility of video games has been increasing for at least a decade in the field of social brain testing. It has been argued that violent video games specifically encourage violent or criminal behavior. They argued that violent games allow players to identify with powerful characters and thus strengthen their ability to imitate or replicate savage acts until they become desensitized. They suggest that desensitization to nastiness could lead individuals who play these video games to commit acts of criminal violence throughout their lives. “Critically, according to.2016.44.10.1747