Topic > 1970s: The birth of the video game industry - 1712

IntroductionThe 1970s were considered as the birth of the video game industry, the video game phenomenon was growing and the Home-Pong home game console was invented, which it was a single game console from Atari, since then the gaming industry has become very profitable and more and more video game genres have been created. Although video games have become more and more popular as time goes by, they still face criticism, "media panic". Meida's panic occurs when new media appears; people will have a very emotional discussion about it (Drotner, 1999). Just as other media appeared for the first time, such as the Internet, television, cinema or even music, video games have also attracted more and more attention. Questions about the negative impact of video games on people, especially adolescents and children, have become a very serious concern, especially the violent content of video games. This essay will present the reasons why violent video games have a more negative impact on people than other media. , which includes immersion, realism, motivation, desensitization, and then will present a counterargument that violent video games actually have a positive effect on people. Video Game Engagement There are several reasons why violent video games can cause aggression; the first is its influence on the player. Video games and violent films are similar in many ways. First of all, both of them create a worldview especially in role-playing games and in some action role-playing games such as GTA series, The Elder Scrolls, God of War and Diablo series, these games have created a virtual world that contains characters that have their own characteristics and role, also there should be a basic plot that explains to the player and the audience why the violence would occur... middle of paper... games can also be used for educational purposes. An FPS game called Re-mission was developed to help young cancer patients understand and fight the disease. Even though some research shows that there are positive effects of violent video games, this has not changed the fact that video games have a greater influence on daily life. people compared to other media, few positive effects cannot exceed their impact on people. Conclusion In conclusion, compared to other media, such as films and novels, violent video games have a greater impact on people due to their immersion, realism, player motivation and desensitization effect it can cause on the human mind. There are some arguments that violent video games can increase visuospatial and social skills and can also be used in education, however, these benefits of video games cannot reduce the influence of violent video games.