The Link between Video Games and Behavioral Problems in Humans Research Paper

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For the concerns of this paper, there is a need to understand what is meant by human behavior and behavioral problems. The term human behavior is widely explained across various disciplines of study.

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Some of the academic disciplines that have been associated with the concern of human behavior include, but are not limited to, sociology, psychiatry, anthropology, social work, and psychology. Generally, the term human behavior refers to the wide range of habits or behaviors that are exhibited by humans. In other words, this refers to potential and expressed capacity for social, mental, and physical nature of being, as realized in the course of various phases of life.

Obviously, this domain is characterized by the way humans would act in accordance with the effect of different aspects that tend to influence various trends of life. As it would be observed, human behaviors are impacted by some particular traits as possessed by each individual, and are observed throughout the entire lifetime. Some of these aspects or trends include things such as attitude, faith, social norms or values, and genetics.

A behavioral problem, on the other hand, refers to unexpected outcome on an individual’s behavior, especially one that is negative, which may result from bad influence of the involved factors. Environmental and social factors are thought to be great contributors of various behavioral problems in humans. For the purpose of this topic, this paper applies the science of human behavior in providing a deeper understanding on the link that exists between video games and behavioral problems in humans.

As it would be observed, many studies have been conducted across the world to determine whether there is any link between video games and behavioral issues. However, there have been conflicting outcomes as well as perceptions from the work of various researchers who have played a role in this particular study.

While some of these studies have pointed out a significant connection between the two elements, others have been skeptical about it, and have remained stubborn in their contrasting perception that there is no link between video games and human behavior. However, there is strong empirical and theoretical evidence from previous studies justifying the fact that there is a very strong link between video games and behavioral problems in humans.

For the purpose of this paper, aggression and violence, both of which fit well within the identified context of social engagement will be applied among other behavioral issues. Video games, like any other form of interactive entertainment, are important for personal development among other benefits of leisure and entertainment. There are many avenues and platforms through which people could access and play video games, thanks to modern advancements in technology.

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This form of recreational activity has become popular nowadays, especially with the teenagers and young adults, who are said to spend way too much of their free time in gaming activities on computers, mobile devices, and a variety of other hand-held technological devices (Anderson 119). Irrespective of the recreational benefits normally associated with such sedentary activities, their consequences on human behavior cannot be overestimated.

As it would be observed, video and computer games may stimulate human minds to some extent, thus helping them to relax from the stress of work and study. This is arguably one of the several benefits associated with video games as far as recreation is concerned.

There have been a lot of concerns, however, that these games would tend to have a significant impact on peoples’ behavior, thus contributing to increased behavioral problems among the participants. According to Strasburger, Jordan, and Donnerstein, there is a very strong link between televised violence and potential human behavior, since there must come a time when the experience would be sufficient to justify action in the near future (761).

Similarly, people who have had regular exposure to video games, especially violent ones, are likely to exhibit the behavioral elements portrayed in the games. One understandable aspect of video gaming is that it is active, unlike things such as watching television or movies, which are passive. Even though this is a special feature which is likely to attract many participants into these types of games, it is also a very dangerous avenue that can attract behavioral problems since it revolves around first-hand experience of violence.

Just to add weight onto this perception, humans have the inherent tendency of learning better when they are directly engaged into lessons in an active manner, rather than when they are passively involved. Based on this argument, there is a high likelihood that video games would tend to have a direct impact on our feelings, thoughts, and behavior. In this regard, violent video games play a key role in increasing the chances of adopting and harboring aggressive or violent behaviors on individuals.

Various studies on this subject have shown heavy players of violent computer and video games to possess aggressive attitude towards their siblings, peers, and teachers. More importantly, teenage pupils who have regularly taken part in violent video games have reportedly been involved in constant troubles with other people around them (Birch and Davison 893). Past studies have indicated a number of highly publicized actions from allover the world, where incidents of violence have been linked to peoples’ involvement in video game activities.

There is also suggestive evidence that those people who are known to possess traits of aggression or anger have responded differently after being exposed to violent video games. Apart from exhibiting increased aggression or anger, such players have proved to be less angry after getting exposed to violent video games. Even though there is limited evidence to support this claim, there is a possibility of a close association of speculated behavior and the applied form of sedentary leisure activity.

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As some proponents of video and computer games would argue, people don’t always bring into reality whatever kind of behavior they observe from various gaming activities. For example, those people who are used to playing video shooting games on computers would not allow this to transcend their normal behaviors or attitudes, and end up becoming murderers in real life.

This, according to Anderson and Bushman, is a fallacious reasoning which is meant to mislead people on the countless studies that have shown the existence of a direct connection between video games and human behavioral problems (459).

Violent video game activities may be cathartic to anger, as some people tend to believe. This, however, is not a perfect reason to convince humans, especially the younger generations who have been caught in the midst of this crisis, against the many dangers that are associated with video games. In just another perspective, the effect of video games on peoples’ behavior depends on the levels of exposure to the games.

This has the meaning that, those people who are directly involved in the activities will have higher chances of adopting the behavioral elements portrayed in them, compared with those who have been indirectly involved. This notion was proved by Funk and Buchman, in a study that was aimed to test the effectiveness of violent video games on human behavior based on levels of exposure.

In this particular study, teenage participants were randomly chosen and made to take part in a violent video game. In the meantime, a different lot was exposed to nonviolent video games, for comparison purposes. The lot which had participated fully in the violent activities would later on appear to be more aggressive, compared to those who had merely watched the activity or the ones who were exposed to non-violent video games (Funk and Buchman 94).

As it is observed from this research report, there is arguably a strong link between video games and the many behavioral problems observed in humans. Within the realm of modern psychological study and understanding, exposure to video game activities is likely to generate both positive and negative impacts on behavior depending on the context of the games. In this regard, people should try to disregard the less supported claim that exposure to video games does not affect our behavior and attitude towards other people around us.

As a matter of fact, there is no doubt in the conclusions reached upon in this report that video games, especially ones that have violent themes, do correlate with prolonged increase in aggressive behavior and a significant decline in prosocial behavior. This is a clear indicator of the strong connection or link that exists between video games and behavioral problems in humans.

Works Cited

Anderson, Craig. “An update on the effects of playing violent video games.” Journal of Adolescence 27. 1 (2004): 113-122. Print.

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Anderson, Craig and Bushman Brad. “Media violence and the American Public revisited.” American Psychologist 57. 5 (2002): 448-450. Print.

Birch, Leann Lipps and Davison Kirsten. “Family environmental factors influencing the developing behavioral controls of food intake and childhood overweight.” Pediatric Clinics of North America 48. 4 (2001): 893. Print.

Funk, Jeanne and Buchman Debra. “Video Game Controversies.” Pediatric Annals 24. 2 (1995): 91-94. Print.

Strasburger, Victor, Jordan Amy and Donnerstein Ed. “Health effects of media on children and adolescents.” Pediatrics 125. 4 (2010): 756-767. Print.

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IvyPanda. 2018. "The Link between Video Games and Behavioral Problems in Humans." December 20, 2018. https://ivypanda.com/essays/the-link-between-video-games-and-behavioral-problems-in-humans/.

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IvyPanda. "The Link between Video Games and Behavioral Problems in Humans." December 20, 2018. https://ivypanda.com/essays/the-link-between-video-games-and-behavioral-problems-in-humans/.

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