The videogames ¿ an induced American weapon?

in #videogames7 years ago (edited)

For Many years, it has speculated and spoken on the video games and as a negative influence is a subconsientemente to the weakest minds, to manage to return pacific and calm young people, in beings full of rancor in hate, in this article we will analyze that so true this theory is, going so far as even to be legislated in many countries by governments that concideran that is a weapon induced by the United States of america as say analysts.
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The reality of the matter at present, it is uncertain due to the absence of studies on this matter. Nevertheless, the evidences endorse for the most part that the video games are not guilty of producing violent conducts in its players, beyond what a violent movie or a black novel can produce.

The true thing is, that with the step of the years, the quantity of video games of violent content has been on the increase, as well as the explicit thing and the realism of the same ones. But more true really still the violence level between the young people has gone diminishing greatly, in turn (C. J. Ferguson, 2010). Despite this argument, which for many would be highly illuminating on the reality of the implication of the video games in the juvenile violence, there exist authors who strain in demonstrating the opposite, as it is the case of Anderson (2004), which there published a review of several articles in which it concluded that as more studies are realized as regards the violence and the video games, more egg white sees the relation between them.
Official studies:
On the other hand, other studies realized by the investigators' community make sure that the relation between the video games and the violence turns out to be highly exaggerated at daily level, as it is the case of Tear and Nielsen (2003) that realized three experiments trying to demonstrate that the video games were diminishing the prosocial behavior or, said otherwise, the achievement of socially recognized actions, obtaining results that were denying its hypothesis. Another example of similar study was the realized one by Parker et to. (2013) who tried to demonstrate its hypothesis of which the video games and the television were a few fortresses predictores of problems of conduct and where they discovered that it is not like that in case of the video games.
Since we see, it exists a strong polarity as for the violence generated by the video games refers. This polarization constructs itself based on the difference of results showed by the different studies realized on the relation violence - video games, which to a great extent, it might tell from the limitations that they suffer the above mentioned studies and that next we will comment.
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In other words, it is completely false that the video games produce a negative effect in the young people and let's consider only these affirmations to be communist or Marxist theories of the current, since it neither is based on real studies it was not even possible to have demonstrated, everything opposite the video games have revealed a high percentage of mental development, skill of being able to resolve in situations of extreme danger, thanks to the video games we develop the capacity of reaction edges and effectively, once again the science finishes with false theories.
They already saw it TIME TO PLAY!

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