ENGL 147N Con-Position Paper

ENGL 147N Con-Position Paper

ENGL 147N Con-Position Paper

Impacts of Video Games on Participants

Unlike every other games, video games pose more threat than good to its participants. Games such as: “God of war,” “Bullet Storm,” “Mortal Combat Series,” “Carmageddon,” “Call of Duty,” “Manhunt,” and other similar games should be avoided. This is due to their numerous undesirable impacts which include: psychological disorder, violence, and overactiveness among participants.

Firstly, video game leads to mental disruption among participants. Over the years, researches have continued to prove how video game disrupts the mental activities leading to psychological disorders among individuals. The effect of video games on individuals according to Scott et al (2016) includes: “reasoning biases, tendency to jump to conclusions, and personality disorders.” These consequences listed by Scott and his fellow researchers further make individuals turn out aggressive through a psychological theory known as “General Aggression Model.” While other researches might want to refute this stance with the fact that video games have contributed immensely to science and technology especially as a learning tool, it should be observed that there is a limit to everything and exposing individuals to violent video games end up exposing them to more harms than good.

Also, video games encourage and promote violence among individuals. Spending time playing video games is equivalent to growing up in a violent infused environment which is capable of influencing an individual’s perception on violence as the only way to resolve conflict, as with the case in video games. According to a research carried out by the university of Michigan Health System, studies spanning from the 1950s till 2010 observed a “link between exposure to media violence and violent behavior.” (Cart, 2010). After close observation of younger children between the ages of 6-7 around me who participates in violent video games, it is not surprising how hypersensitive they become immediately after playing games. Without reasonable doubt, video games promote violence among individuals, since it teaches them how to be more violent in all their approaches.

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Furthermore, video games trigger overactiveness in individuals. Children due to constant exposure to super hero video games tend to imagine themselves in the position of the super heroes in their video games, and in most times are likely to imitate the actions they saw on the video games.

This action according to Laycock (2015) makes children “dangerously overactive” as well as causing harm to other children. This is because children exposed to violent video games end up terrorising and victimzing other children who are not exposed to violence. To build a healthy and mentally stabilized environment for the younger generation, then video games need to be discouraged in order to curb overactiveness in children.

Unlike researches like Derby, (2014) which asserts that video game can be utilized for posttraumatic stress

ENGL 147N Con-Position Paper
ENGL 147N Con-Position Paper

treatment, it should be noted that violent video games cannot be used for such. According to Cart (2010), it will rather create a disruption in an individual’s mental health and further make them view and internalize violence and aggressive behaviors positively. Such individuals with these kinds of perception end up becoming a threat to the society at large, thereby leading to societal or civil unrest. This is because such individuals will end up contributing more to the crime rate.

Conclusively, video games should be discouraged due to the inherent threat it poses to participants. Since individuals who engage in video games become vulnerable to different psychological instability and disorders such as: overactiveness, violence, and mental disruption.


Cart, M.(2010). A Literature of Risk. American Libraries, 41(5), 32-35. Retrieved May 19,

2020, from www.JSTOR.org/stable/2070050

Derby, J. (2014). Violent Video Games and the Military Recruitment, Training, and Treating

Mental Disability Art Education, 67(3), 19-25. Retrieved May 28, 2020, from


Laycock, J. (2015). How the Imagination Became Dangerous. In Dangerous Games: What the

Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds

(pp.210-240). Oakland, California: University of California Press. Retrieved May 19,

2020, from www.JSTOR.org/stable/10.1525/j.ctt13X1hs5.11

Scott,C., Engelstatter, B., & Ward, M., (2016). Violent Video Games and Violent Crime.

Southern Economic Journal , 82(4), 1247-1265.doi:10.2307/26632315