From time to time the issue of media influence on shaping the values of young people comes up for discussion.
It is often asserted that what young people see, hear and experience has no influence on the shaping of their attitudes and values. People are scoffed at if they suggest otherwise. Researchers and others connected with empirical study assert that young people know that games are for amusement. Therefore, playing these games will have no impact upon their lives.
I believe that to be totally wrong. Many young people immerse themselves for hours on end, day after day, week after week in playing these games. Common sense suggests this has to impact on their thinking and attitudes.
Young people may become so totally absorbed in this “escape from reality“ that it becomes their reality.
While some of these amusements are quite benign, many of the more popular ones are about murder, massacre, slaughter, and macabre behaviours. It stands to reason that young people (and those who are not so young) who become totally immersed in these activities will be influenced by their addiction.
The fact that so many young people these days are “I“ and “me” people who do not think about others, may well be a result of exposure to online gaming. Lack of manners, slack, disrespectful speech, the inability to focus on real life tasks in school and elsewhere, disinclination toward real life activities all point toward cyberspace influence. The key characters in online games generally behave in a way that promotes heroism through bullying, harassment and other negative behaviour. Can we wonder at this bravado and these attitudes rubbing off on the impressionable minds of youthful gamers?
Common sense suggests that the antisocial behaviour of many young people has its genesis in their indulgent online activities. When cyberspace completely absorbs the minds and the attention of users, something has to give!
One of the most recent games is “fortnite”, which focuses on extremely negative social behaviour. Game changes and modifications always seem to focus on negatives, rather than social decency.
I believe it imperative for parents to be aware of the online games their children are playing. They would be wise to monitor the classification of these activities and the length of time spent in online indulgence.
Without doubt, the games children play impacts on their thinking, attitudes and behaviour. That can have negative consequences. It may result in them making poor decisions that impact upon their lives and their futures.