Leveling Up Lives: The Impact of Video Gaming on Youth
- Psychological Impact: Violent video games contribute to aggression, frustration, anxiety, and social isolation among children, disrupting normal mental development.
- Parental Concerns: Many parents underestimate the risks, exposing children to inappropriate content, which fosters behavioral issues and desensitizes them to violence.
- Proposed Solutions: Awareness campaigns, legal restrictions, and promoting age-appropriate gaming can mitigate negative effects while ensuring balanced technological use.
Video gaming is a sort of entertainment on electronic devices that prevents boredom. It was first initiated and invented in October 1958 when a physicist, William Higinbotham, decided to bring out a change by sorting out to create a simple tennis game that ought to be the first video game ever. Nowadays, we are constantly overwhelming ourselves to meet up with technical advancements to create economic stability, even though it’s ruining the lives of children. We are witnessing different forms of perception that kids of the 21st century have.
The thought that “we have enemies that are after us and we have to kill them one by one and shoot them dead” really terrifies us. The video games that are made have certain limitations of having a particular audience based on age, but the preferences of the audience are in contrast with that exact limitation. Games that are worth playing and have maximum entertainment are picked out by the audience. And as for what they prefer? It depends all on the era they are living in. Children don’t want to be left behind from interacting based on interests. The biggest mistake they are making is that they are adopting social isolation. Video gaming that comprises violence, nudity, and toxicity isolates a child from all sorts of society in which he/she lives.
They are unaware of the fact that social interaction is the most important factor in attaining basic needs and requirements. Youngsters at a young age are introduced to the concept of filling up their guns and pointing out to kill. Violence effectively interrupts what minds associate; for example, consider two children, one who plays hopscotch and 4 Corners, and the other who plays a game that directs the “mortality rate of human beings.” Which child would you consider to be more normal in the future? It is the truth that we cannot face today; we are fully influenced by our child’s needs, even to the point where we are unable to differentiate between basic needs and luxury and amusements.
“Only fools and philosophers waste time on the unknowable.” Rex stout
Can we accept that the juveniles of the 80s and 90s turned out to be more successful than the 20s? Though this is the age of enlightenment and innovations, there are two outcomes of using screen time: the positive outcome and the negative outcome. The positive outcome is when you provide limited advancement to a child with a virtuous society, and the negative outcome is when you consider entertainment as a “basic requirement.” Can we stop such system failure that will ruin the upcoming animateness of our youngsters?
The society itself is promoting such demolition and disaster. People indulging in such gaming activity implies creating a big difference between what it is and what will be. We all want a community and existence without being stamped by such demolitions. How can we unrig the “cyber” system and control it? The APA (American Psychological Association) called these sorts of games a threat to future generations’ minds. BBC in 13-Jan-2019 made a hypothesis about why youngsters are playing Blue Whale and for What is the truth behind an online ‘suicide challenge’? The Supreme Court of India called the game a national problem to be solved.
The actions of the minors depend on the steps taken by the upper hands of society. Proving such merits is that a society is worth having that builds enthusiasm in people’s hearts and minds by providing relevant tools so they can easily participate and engage in what’s best to be done. Strong legal frameworks of limiting games such as pubs, rimming, and virtual killing games. In Japan, the visual imagery of “yandere” was introduced in animations. After that, the concept emerged in gaming.
Yandere is a graphic character that plays dual roles in being normal and being passive and violent. Exposing such defects helps to rip up the barriers of right and wrong and for what is becoming a risk. Risk must be noticed and observed rather than being hidden from other’s judgments. Empowering the public through awareness or guiding campaigns also promotes the merits that are against violent games. Rigoberta Mench Tum, a Nobel Prize laureate, blames the faults of minors on the society that guides them. He says that without strong watchdogs, impunity becomes the only platform on which the basis of evil occurs.
“Violence breeds violence. Acts of violence committed in justice, affirmation of rightness, or defense of power do not end violence. They purify, prepare, and justify its continuation.” Wendell Berry
The relation between psychology and violent games is pretty diverse in observation. There are almost 66% of children in the world who play violent virtual games, and 62% of them are parents who think that these games are no risk. The millennials of the 1990s are curious as to why such entertainment causes addiction. Adolescent and violent games that comprise nudity preach children to a concept that sets up an antonym of what “feminism” is. The concept of sexual practices is bound in the minds of the juvenile.
The modernization that they prefer exposes the doctrines of the dark sides. These games correlate to asserting moodiness, anxiety, depression, and anger in a child’s brain. Kids that are small by age become mentally mature. Some of the psychological observers stated that there are also chances that 30% out of 100% will attain criminal tendencies of these forms of fierceness in gaming. The scope and trend of video gaming are much broader. Every person tries to invent games like CryEngine· GameMaker, GDevelop, Godot, etc. No one wants to be left out of such completion.
China is drastically enhancing children’s ability to limit screen time and has taken the initiative to stop and ban games that are uncensored and are for teens who are over 18 years old.
Violent video games feed aggressiveness in young kids and promote violent behavior that is hard to tackle. The kids become so moody that they start to argue and behave passively over trivial matters. This problem is spontaneously growing all around the world; some have dealt with it and some are trying to. Just imagine a society in which we guide away a future generation through effective interpretation and awareness of all sorts of evils that are a risk for a stable society. Just imagine your child enjoying the weather when it’s snowing, raining, sunny, and stormy. Just imagine your child playing games that are worth playing and are according to their age without complaining about playing with guns and shots that they call “cool enough to play.” Just imagine your child being mentally normal and observing a modern society to learn more from them with normal perception. Just think about it, you are losing so much!
The author is a Pakistan-based novelist and a contemporary author who has written almost four novelists. These are Nazia, Redemption’s Glow, Singing the Tale of Serenity Shores, lastly Journey And Surrender.