Video Game Violence
The desensitization with video game violence comes at a premium cost. The indirect indoctrination of military verbiage while it is helpful to recruitment or interest in the military, poses a video game addiction, and behavior issues in adolescence. Children and teens are affected by violence because technology is getting better and better every day. People do not read or write that much anymore because video games involve active interactions with a reward system or limbic system that stimulates the brain. The most effective way to get children and teens to play video games from different game companies is violence.
Video game companies try and make video games fun and violent to catch people’s attention. Most games that
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Most violent games like Call of Duty, Battlefield, and Halo involve active interactions with a reward system or limbic system that stimulate the brain. These games have a reward medal system that brings an addiction to reward violent behavior. Violent behavior, such as killing other players or killing players in a certain way by awarding XP or by allowing players to advance to the next level or to prestige. In some other games like Halo, players are rewarded through violent verbal praises, such as hearing the words “Double Kill!”, “Triple Kill!”, “Over Kill!”, “Killtacular!”, “Killtrocity”, “Killamanjaro!”, “Killtastrophe!”, “Killpocalypse!”, “Killionaire!” and “Extermination!”. Just hearing these words while playing a violent video game makes the person want to play it even more. This is a bad addiction. This teaches young people bad habits to play more and more violent games. Eventually, when people played violent video games for a while, people are diminished and their emotional responsiveness is to a negative or in an aversive stimulus after repeated exposure to …show more content…
There are other considerations that some gamers are more prone to addiction than others. Kids and teens, who are easily bored with friends and family activities, have poor relationships with friends and family members because they think differently. They feel like outcasts at school, and/or tend toward what they love to do. They are more easily drawn into violent video games because it fills a void and it satisfies their needs that are not met elsewhere. Playing with other people online, allows them to feel better. Multiplayer in violent video games becomes the place where they are most accepted because other people think the same way about violence as they do, which draws them back to violent video games again and