What are the consequences of playing computer games? Answers in the broadcast, which was prepared and led by Krzysztof Michalski. Computer games may also adversely affect the recipient. Many researchers and scientists pay attention to this, among others A. Gała, M. Braun – Gałkowska, I. Ulfik-Jaworska.
They write about the destructive impact of computer games on the psyche of children. Computer games are a dynamic source of entertainment and fun, as well as help in shaping the human personality. However, if certain norms are not observed, the use of games, as well as the consumption of alcohol or drugs, may lead to dependence on them.
They write about the destructive impact of computer games on the psyche of children
The way of presenting violence in games causes that the user gains a conviction about the universality of aggression in the world, accepts it, as a matter of course, as an element of interpersonal relations. The factor that influences children’s accusation of violence is that violence in games is not only punished.
If the games absorb their participants, then slowly get used to the sight of blood and violence, and the player ceases to distinguish between good and evil. The basic difference between aggression and violence presented on television and in computer games is as follows: a person (in this case a child) when watching bloody scenes on television is only the recipient of a given scene, while in computer games he is actively involved in the presented scenes.
Many parents do not know exactly what their children are playing and what it is about, they are somewhat unaware of where the child’s play ends and where violence begins. The popularity of computer video games The leading producer of computer video games Nintendo sold on average three games per second for a period of 12 years from 1983 to 1995, which gives a total of one billion games sold.
In the US, over 40% of households have a Nintendo video game, one of 2,000 different games. Interestingly, Americans spend more money per year on computer games than on cinema tickets. The popularity of computer games containing violenceProvenzo (after: K.E.Dill, J.C.Dill, 1998) examined the most popular games and stated that 40 out of 47 games are inherently saturated with violence.
Funk, when making a survey among young people, noted that 50% of them scored a game containing violence to their favorites
Braun and Giroux examined 21 of the most popular video games, 71% turned out to be violent games. Funk, when making a survey among young people, noted that 50% of them scored a game containing violence to their favorites. Buchman Funk has classified the favorite games of 900 children attending 4 to 8 years of elementary school, distinguishing the following categories of games: general relaxation games, educational games, fantasy games containing violence, interpersonal violence games, non-violent sports games, violent sports games.
They found that fantasy games containing violence and games containing interpersonal violence accounted for 50% of students’ favorite games, girls preferred fantasy games containing violence, and boys games that referred to interpersonal violence. Sports games containing violence accounted for 16% to 20% of favorite games for boys, and for girls it was 6% to 15%.
Addiction of video games Clinicians have observed that many children, adolescents and even adults are becoming compulsive computer players. Some children left lessons and spent their money on dinner or steal, or begged money to satisfy their „hunger for video games”. Egli and Meyers (for K.E.Dill, J.C.Dill, 1998) found that 13% of teenagers in their studies revealed compulsive behavior towards computer video games and devoted other attractive activities, money and time to the game and full participation in it.
Mechanisms explaining the essence of the impact of transmitted content containing violence in the media are similar regardless of whether the content in question is shown on the TV screen or a computer video game monitor.
In addition, violence in computer video games is often portrayed as „something justified”
These are mechanisms such as: activating and creating aggressive thinking connections, weakening inhibitions in relation to anti-social behavior, modeling, strengthening, lowering the level of empathy for others and creating a more aggressive image of the world.
Activating and creating aggressive associations According to the creator of the theory referred to (L. Berkowitz), when people are still recipients of aggressive content, they create in their mind more precise and related aggressive associations. Receiving aggression can arouse the feelings associated with it and can convey to the mind the knowledge of aggression-related skills, memories or views.
For example, when someone plays a brutal computer game, this fact activates both aggressive cognitive patterns and related feelings that increase the likelihood of aggressive reactions. Continuous viewing of violence on the screen of computer video games should theoretically create a similar increase in aggressive behavior, because we take into account the same conceptualization variables.
In addition, violence in computer video games is often portrayed as „something justified”. Based on a review of literature on violence in the media, it can be clearly demonstrated that violence taking place due to the motivational motive causes more aggression than violence that occurs due to the unjustified motive. Such an increase in aggressive behavior due to watching „justifiable aggression” may occur because inhibitions in aggressive behavior are weakened when aggression is perceived as something justified.