Violence in video games is directly correlated to youth violence
In the virtual world of video games, a character can be designed as an exact replica of the person controlling the game. The player may do this to personally escape from reality and enter a world where anything is possible. In some cases, this could work to a person’s advantage. However, in circumstances where weapons or fighting skills are available at the click of a button, one has to contemplate whether video games are therapeutic or just plain destructive to one’s personality.
Grand theft auto for example contains scenes of blood, murder, theft, strong language, strong sexual content and the use of drugs. All of which are sure to corrupt a young developing mind. Even super Mario has the power to do so. I mean what is more disturbing than someone crushing snails in an attempt to rescue a princess from an evil villain? These games teach young people the value of revenge and portray violence as a normality in every day life.
Professors of psychology have proved that playing certain games may increase aggressive behaviour because violent acts are continually repeated throughout the video game. This method of repetition has long been considered an effective teaching method in reinforcing learning patterns. As a result, brain functions are severely altered and there is less activity in areas of the brain that involve emotions, attention and inhibition of ones impulses. Therefore one tends to be more aggressive, as mentioned, more prone to confrontation with teachers and more expected to engage in fights with peers.