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molding their careers greatly and Violence debate Conclusion
squander away their times by playing
these games. Thus it is that everyone agrees there is Video games are interesting to play and
violence in video games as in media and in information society it has become a
Video Games in the West it affects mental health badly. Those requirement for a past time. Video
who play and patronize violent video games have been growing greatly and
Video games are highly advanced in games will also become a prey to it and as media violence has been increasing
the West and use high technology to their reality would be badly affected as so also violence in video games has
build these games effectively and to those who watched violent movies. been growing too. Violence has made
play. Player skill is important and Even Media violence and video game violence video games more attractive but it has
older people also play these games affect mental health badly and people its effects also as it affects mental
and these provide greater entertain need to watch TV to a little extent and health badly in many ways.
ment to those who play it. play video games to some extent only.
They should not get addicted to these Video games will continue to attract at
There are adult video games in the greatly as these would have a role in tention of everyone and would become
west especially in America and these affecting mental health badly. a major past time activity everywhere as
have caused concern to people who people are attracted to it more often.
play such games especially to children There is a need to restructure Gaming industry has gained attention
who are not supposed to play such videogame scenario to include more worldwide and would become a major
games. There is a wave of old time entertainment especially quality one activity of youngsters and old alike every
games as board games are becoming and less of violence effectively so that where no doubt in future.
popular in Canada as Al Jazeera TV people can get benefit out of such
channel has reported as this does not games. More over such games will not References
mean video games have become less affect mental health and will help in
popular. promotion of culture effectively. 1. Anderson J (1983) Who really in
There are more varieties of video Violence has been growing in video vented the video game Creative
games available than now ever before. games and it is the main way to tempt Computing Video & Arcade Games
Many Video games as spy hunter have people to buy and play these games. /(1) 8 Retrieved Feb 28 2008 from
been introduced and have been popu People like violence and excitement http://www.atarimagazines.com/
lar for quite some time in the US. and that is the reason why people go cva/vlnl/inventedgames.php
Videogames have not lost their charm and play such games in large scale.
among youngsters and old alike in the The concept to reduce violence and 2. Azzoni T (2008 April 10) Brazil
West and every where. make it interesting is primary duty of
video game makers and programmers. Judge Bans video game "Bully" As
Mental health There is a need to make video games
more interesting and at the same time sociate Press Online Accessed
There is a cathartic theory that is al reduce violent content in it greatly.
ready said which says watching or play April 10 2008 through
ing violent video game will let off vio People need to get freed from violent
lence in a person or persons. This ca video games and need to attend the www.lexisnexis.com
thartic theory has gained some cre addiction camps to be away from this
dence but it is not altogether right as menace. There is a need for mental 3. Hart S (1996) A brief history of
other theories are. Many still say health education on media violence home video games Geekcomix Re
mental health is badly affected as one and particularly videogame violence trieved March 11 2008 from http:/
gets to play violent video game. today than ever before. /geekcomix.com/vgh/
4. Kent S(2001)The Ultimate history of
video games: From Pong to
Pokemon the story behind the
craze that touched our lives and
changed the world.New York: Pan
theon Press
5. Moon I Schneider M & Carley K
(2006) Evolution of player skill in
the America's Army Game Stimula
tion 82(i).
People do not buy goods and services. They buy relations, stories and magic.
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