Violence in the entertainment culture, particularly with the extraordinary realism to video games, has caused vulnerable young kids to be more violent.

The mind of teenagers is like a blank page on which whatever is written, remains permanent! Their brains are in the midst of growing spurts.

in front of screen

Reasons why violent video games have caused behavior problems in the youngsters these days:

> For breaking every rule, you are not punished but rewarded by leveling up or by being promoted to the next level.

Let’s take the example of road rash-an illegal bike racing game which as a child everyone played. Mid-race, the police chases the player on his bike and to make a dash what do we do? Kick and hit him with chains; and in return we are overwhelmed by obtaining the key to the next level!

road rash

> Some gamers believe: if virtual play is fun, the reality should even more exciting.

The most perfect evidence of the above statement is well described by the incident that took place in SANDY HOOK in CONNECTICUT. The gun-man, Adam Lanza was suffering from ASPERGER and one of the things that triggered him to kill the innocent children was that he had begun playing violent video games, specifically ones that involved blowing up things and targeting people for money, from an early age.

Is is quite difficult for these gamers to differentiate between games and the real world!


> How often have we seen people around imitating gaming characters? Almost everywhere!

It may be about their favourite godly characters in the game, or the shooting actions by the character. Their bodies have knowingly or unknowingly adjusted to perform these tumultuous actions.


> After every good move that is performed in these video games, a short video brings the memories back to you. Repetition of images sets the images of the actions crystal clear into the minds!


> According to the motivational theory published by Skinner(an American psychologist, behaviorist, author, inventor, and social philosopher), the reward acts as an extrinsic motivation and encourages person to engage in harmful acts in life.


> Kids often lose their mind when they characters die! They end up being emotional, or attack someone or something or for an instance kicking the wall!

kick face


> In the age of learning healthy ways to relate to other people and to resolve conflicts peacefully, kids uselessly waste time on homicidal games.

Playing ferocious video games likely increases a person’s aggression. They tend to inappropriately resolve anxiety by externalizing it! It is detrimental to teens’ mind and society as a whole.


“Video games are not inherently good or bad, just as any tool is not inherently good or bad”

For example, a knife can be used to cut soft products with a hard crust (bread) or tough skin (sausages and tomatoes) which we eat, or it can be used as a weapon. Likewise, video games can have both positive and negative effects. Content matters, and games are excellent teachers. Violent content in video games can lead people to behave more aggressively. Prosocial content, in contrast, can lead adolescents to behave in a more constructive and collaborative manner.

The next step that must be taken to prevent or subjugate the ill-effects of the violent video games are:

> Check the Entertainment Software Rating Board’s (ESRB) rating on the CD case before buying a CD


> Move these gaming equipments to public spaces (like the drawing room) where it is easier for the elders to keep an eye on what games their kid is indulged in.
> Check if the game involves slaughtering or shooting in large numbers. If so, the game-play must be terminated at the very moment!
> Avoid spending more than 30 minutes on such homicidal games.