The Effects Of Video Games On Society

1191 Words 5 Pages
The video game industry was a 21 billion dollar business in 2011, according to consumerist.com. Along with the growing industry, the growing number of concerned parents grows as well. Many parents see the video games as harmful to their children’s health. However, other parents see potential in video games as a path to a better future in their baby’s education. Nonetheless, Anderson’s article is written better than Shaffer’s article due to Anderson’s strong statistical evidence, where Shaffer has no statistics anywhere. Anderson begins with statistics relating to the amount of media violence in the United States. They note that the average time spent per week using some type of media is over forty hours, for youths eight to eighteen. This …show more content…
Figure one describes how a person playing video games can feel aroused or aggressive, therefore altering their decision-making process. The article breaks down the decision process and how it could also be affected by outside influences such as, social encounters before, during, or after playing their violent video game. Figure two illustrates how long-term exposure to violent video games affects the personality. The figure states that the “learning, rehearsal, and reinforcement of aggression-related games can cause aggressive behavior/attitude, perceptual and expectation schemata, as well as aggression desensitization”. Figure three, at the top of page five, displays the research from the experiment conducted on a box plot diagram. The diagram shows that roughly two out of ten people had heightened aggression after playing violent video games. The article builds off of this by connecting it back to figure 1 and thus attempting to prove that “short-term exposure to violent video games can cause at least a temporary increase in …show more content…
This shows that video games can benefit a person mentally and socially, so that players can develop situated understanding, as well as effective social practices. The article also mentions that “… by creating virtual worlds, games integrate knowing and doing”. Shaffer ends stating that, “Video games are not about memorizing words, or definitions, or facts. Video games are about a whole lot more”. He declares this to most likely stress his belief that video games are the future of education, with advances in more beneficial video

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