Research conducted by American psychologists ' claim that over three-quarters of gamer 's interact with their friends while playing games, either cooperatively or competitively. (6) For instance, World of Warcraft a massive multiplayer online (MMO) game that brings about tremendous amounts of players daily using interaction between players as a key feature of the gameplay. In the game, players face tough decisions that will lead them to build up making skills on whom to trust or reject. This affirms that gamers are rapidly accumulating social skills and prosocial behaviour that might spread to their friends and family outside the context of video game. (7) More specifically, children who played more prosocial games at the beginning of the school year were more likely to adopt helpful behaviour. Research has also proven that violent games promote prosocial behaviours equally as their non-violent counterparts. This can be seen by gamer 's who play VVG that encourage cooperative plays are more likely to exhibit helpful behaviours online and offline. (8) Likewise, the two studies have shown that playing VVG cooperatively increase cooperative behaviour outside the game context and can even overcome the effects of outgroup membership status. (9) Therefore, it seems that VVG may create better social benefits to gamers and create an inclusive …show more content…
It also can be seen that VVG may help create a better society as gamer 's becoming more interactive inside and outside the game context. However, the disadvantages from VVG do outweigh the positive impact that might build up a chaos and intense society from gamer 's aggressive behaviours. Furthermore, playing VVG may threaten gamer 's health. In conclusion, from the evidence it would appear that VVG bring more harm to gamer and hence VVG should be banned from society. It is recommended that VVG players should receive help from psychologists for their aggressive behaviours and general practitioner on their overall