Child Violence and Social Anxiety

Introduction

Over the last five decades, the World has developed and changed as a result of technology. Modern technology has led to the emergence of computers, laptops as well as smartphones. These gadgets are installed with applications for video games and other types of gambling which have become very popular among children in school. Unfortunately, children who spend much of their time on the phone or computer have depression and anxiety due to loss of money or tiredness. This paper will look at how video games, toys, and other digital gadgets are becoming a social problem and the best possible solution for parents and guardians.

Best, J. (2018). Too much fun: Toys as social problems and the interpretation of

culture. Symbolic Interaction, 21(2), 197-212. Retrieved from http://www.jstor.org

According to sociologist Joel Best, social anxiety is widespread in entertainment for popular children. This anxiety comes from the anticipation that “dark influence may affect the other children. Best bases his evidence on writing on this subject. According to him, information that is one century old may be reliable as a source of evidence.  This is due to the evolution path that social anxiety has followed alongside human evolution. Since newspapers and books have been reliable sources of information, they provide evidence that can be relied upon. Since the era when young boys bought adventure movies, social anxiety has been traced to peer pressure. Such adventurous movies would incorporate information that was considered unsafe for children. Information on adult content, physical combat, and military techniques would cause the minors to veer off from their societal expectations.

In the book Too Much Fun, these topics have been elaborated and seen as they appeared in society. Violent imagery was also a matter that aroused concern in the minors’ caregivers. As time has passed, technology has advanced. Televisions and movies have occupied the place that was once dominated by commentaries and books. This is because the cost of these electronics has gone down. Violent video games have also brought about a concern in recent times. This document proves relevance since it argues that playtime contributes to the build-up of the violent character. These art pieces attract significant attention to the young generation, and they, therefore, possess much potential to impact their lives (Best, 2018).

Since it is said that a person takes a lifetime direction during childhood, when a child is allowed to veer off the path into these social immoralities, they may end up leading such a life. This is the reason that parents and the government develop an interest in these matters. Parents and guardians cannot win this battle alone. The government, parents or guardians, teachers, and society must save this young generation. The anxiety comes from the fact that it is tough to have each of these stakeholders upholding their integrity. This article also argues that toys will continue to be an issue since they naturally rhyme with children’s interests. It, therefore, supports the claim that aggregate child behavior cannot be attributed to the time spent on video games. Most young people have lost focus in education because of video games. Parents have lost control of their children, and therefore most children have lost control of their life. The article discourages the use of video games in school and at home because they cause mental health.

As a brief outline of what the book covers, there is child development, then the relationship between children, the child psychology, and eventually the relationship between child development and their daily activities.

Connecticut Children, (2017). Video Games and Anxiety: What You Need to Know. https://www.connecticutchildrens.org/media-use/video-games-anxiety-need-know/

Guy Poiter and Vladan Starcevic (2017) are renowned psychiatric researchers who have examined the literature on child aggression through video games. Their study is comprehensive since it dates back to 1950, when this topic became of great concern to the World. The two researchers, therefore, have their study from 1950 to 2017 when they released this work. As part of the findings, adolescents fond of playing violent video games have been attributed to exhibit aggressiveness and hostility. They constantly involve themselves in arguments, fights, and unpleasant school performance. A connection between violent video games and aggressiveness in feelings is evident during the study time. However, there is no clear evidence to conclude that violent video games contribute to children developing violent behavior.

As a basic psychology principle, when feelings are repeated over time, they result in behavior. Consequently, behavior accumulates to a character. This can be a basis for establishing a connection between feelings and character involving individuals playing violent video games in a laboratory setting that demonstrate a connection between the video gameplay and aggressive feelings and behaviors. Therefore, Poiter and Starcevic (2017) deduce that aggressive feelings resulting from involvement in violent video games lead to the development of violent character in the long run.  In conclusion, they find out that though violent play and violent acts are not directly connected, they have a great relationship. Therefore, violent play creates a potential to worsen antisocial and hostile personal traits in people who have violent tendencies developing within them.

From work by Poiter and Starcevic, the main issues are outlines as the evolution of child interests, the child’s future based on their current involvements, and the relationship between the types of video games played by a child with their general behavior.

Poiter, G., & Starcevic, V. (2017). Are violent video games harmful? Australasian Psychiatry, 15(5), 422-426. doi:10.1080/10398560701463343

Christine Ohannessian is a Ph.D. holder who has focused on teenage behavior for over 20 years. She has paid some interest in the relationship between video games and behavior in teenagers. One speculation is that the involvement of these youths in video games provides more impact to boys more than girls. While involving themselves in these games, friendships among these peers form quickly. Christine has found out that 75% of adolescents involved in these online games have more online friends than their peers who had no involvement in online games (Connecticut Children, 2017). She has also found out that there are lower anxiety levels in adolescents involved in video games. This has been attributed to an environment different from real life. This comes in mental disengagement, which is more dominant to boys than girls within the same age bracket.

Depression has become a big problem among young people. Since depression has been a significant cause of death to young people, urgent measures need to be taken to combat it. This young generation has been significant in developing any economy, therefore calling for attention to their well-being. Christine has consistently concluded that the mind is the most specific part to control in any group of people through her work. When the parents pay attention, guardians, instructors, and the government, this young generation is saved. One of the measures that have been suggested to deal with the high levels of stress among minors is involving them I activities that involve them fully. When their minds get total commitment to playing their favorite video games, stress levels are drastically brought down. When the level of stress is kept at the bar consistently, the mental health of these individuals develops positively. According to Christine, video games are crucial in bringing down the social anxiety levels among the youth.

Christine has ordered her work in a section so that the concept can be brought home more efficiently. This is through the use of sections such as comparing boys and girls in terms of their involvement in playing video games, the relationships between children as they play video games, and eventually the relationship between child activity and their character.

References

Best, J. (2018). Too much fun: Toys as social problems and the interpretation of culture. Symbolic Interaction, 21(2), 197-212. Retrieved from http://www.jstor.org

Connecticut Children, (2017). Video Games and Anxiety: What You Need to Know. https://www.connecticutchildrens.org/media-use/video-games-anxiety-need-know/

Poiter, G., & Starcevic, V. (2017). Are violent video games harmful? Australasian Psychiatry, 15(5), 422-426. doi:10.1080/10398560701463343

 

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