Monday, September 30, 2013

Do Video Games Belong In the Home?

In home video games have been in existence for the last 30 years. They allow the player to enter into a virtual world and become part of the game’s reality. Today, the quality of these games has greatly evolved. The realistic features in some of the characters and environmental settings mimic real life scenarios, making it sometimes hard for impressionable children to understand the difference. So, are all video games bad?
            Video games aren’t all bad. Playing games for a limited amount of time can improve dexterity, promote computer literacy, and help language development in younger gamers. Companies have now created learning games that promote the mental development of small children. They are able to recognize letters, shapes, numbers, and objects, which all help memory. With advancements in technology, some of the games talk back to the players, improving language and listening skills. Following instructions is also important when playing. The gamer must plan, think quickly, take risks, and concentrate. In order to advance to a higher level, all qualifications must be fulfilled, which includes problem solving and logic.
            Alternatively, some video games encourage violence and danger. The more interactive the game is, posing realistic violent situations, the more problematic they become. Ironically, Grand Theft Auto V, a violent virtual reality game recently hit store shelves and made almost one billion dollars internationally within first weekend sales. While the rating on the game is “Mature”, for consumers 17 years of age and older, many parents bought the game for younger children. What do violent video games impose on impressionable youth? They have the potential to promote violence outside of the game, confuse reality and fantasy, encourage social isolation, and could enable impulsive behavior.
            Choosing which video games to purchase for children can be challenging. While some seem to have positive learning features, those games are purchased in a lesser volume than violent games. Is the influence of peers causing children to ask for these games at home, or are parents and caregivers unaware of the intense negative nature of some of the more violent games? If children ask to play specific video games, do research, discuss, and make suggestions to decide whether those games actually belong in the home.

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