Outline 1. Introduction a. Children are exposed to too much violence in media b. Negative effects of violence on children c. Thesis statement: violent video games have specific negative impacts on children by training the kids to associate violence with pleasure, changing their view of violence as a natural and even positive behavior, and increasing the likelihood for engagement in aggressive behaviors outside the virtual game environment 2. Violence as pleasure a. Video games reward violence b. Pleasure associated with shooting 3. Exposure to violence changes the views of a child a. View of violence as natural behavior b. Forms of violence exposure impact i. Victim effect ii. Bystander effect iii. Appetite effect 4. Aggressive behavior outside game environment a. Learned behavioral pattern b. Aggression toward others c. Integrating violence into behavior 5. Conclusion a. Violent video games have negative impact on social and cognitive development of a child b. Transforming violence into real life . Violent Video Games Have Negative Impact on Children It is the undeniable fact that contemporary children are exposed to much a broader scope of violence in media compared to previous generation. Violence is embedded not only in video games, where the victory is granted to the player who “kills” all the enemies or monsters, but also in other types of media, including movies for children, cartoons, and even printed materials. While researchers still attempt to quantify and qualify the degree of negative influence of violence on children, violent video games have specific negative impacts on children by training the kids to associate violence with pleasure, changing their view of violence as a natural and even positive behavior, and increasing the likelihood for engagement in aggressive behaviors outside the virtual game environment. Violent video games require players to use different forms of violence to win the game or move on to the next level. Thus, as a child is rewarded for being violent in a video game, a player experiences pleasure for being victorious. As Sparks (2011) noted, “video games that require the player to shoot a gun or react reflexively with the shooting response are teaching an entire generation of children to associate shooting with pleasure” (p. 110). Thus, it is reasonable to argue that a child experiences pleasure and satisfaction in association with violence because purely violent acts are rewarded in video games. Furthermore, violent video games trigger a change in the way children view violence. Given the fact that violence is rewarded in video games, children start thinking that violence and aggression are natural forms of behavior. Gentile (2003) suggested that violent video games have three effects on children and adults alike: victim effect (a child exposed to violence in video games may see the world as a dangerous place, where use of aggression is a necessary measure for survival), bystander effect (children become more desensitized to violence and less sympathetic to the victims of violence in real life), and the appetite effect (children get an increased appetite for more violence in entertainment). Each of these effects is strongly negative for a child’s development and social functioning because the view of violence as an integral part of life is not normal or socially acceptable. Finally, violent video games increase the likelihood for engagement in aggressive behaviors outside the virtual game environment. In other words, children who are exposed to violence in video games may transform the learned behavioral patterns into their daily lives and start being more aggressive toward their peers, parents, and other family members. As Regoli, Hewitt, and DeLisi (2013) noted, active participation in violent video games stimulates learning. In other words, the more time a child spends playing a violent video game, the higher risks that this child may adopt violence as his/her own behavioral pattern. In conclusion, the exposure of children to violence in video games has exceptionally negative effects on social and cognitive development of children. The fact that violent actions within a game environment are rewarded and, therefore, a child experiences pleasure by using violence to win a game directly implies that a child grows up with the understanding that violence is a positive behavior. Consequently, a child may transform the learned understanding of violence into real life and exhibit aggressive attitude towards others. References Gentile, D. (2003). Media Violence and Children: A Complete Guide for Parents and Professionals. Westport, CT: Greenwood Publishing Group. Regoli, R., Hewitt, J., & DeLisi, M. (2013). Delinquency in Society. Burlington, MA: Jones & Bartlett Publishers. Sparks, G. (2011). Media Effects Research: A Basic Overview, 4th ed.: A Basic Overview. Mason, OH: Cengage Learning.