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Virtual Reality and Interactions

Discuss about the Dangerous Effect Of Virtual Reality Game.

Virtual reality is nothing but a system based simulation of a three dimensional image or an environment. It is considered as a proper method for interaction by making use of some special kind of equipment’s like helmet and gloved with fitted by sensors [1]. Video games are considered to popular kind of technique which can easily shape various kinds of behaviour and related identities. The growth of video games has make it essential for studying their contents and it related effects. In grand auto theft (GTA) game women were assaulted and after that they were murder.  While in San Andreas various gamers can easily steal a car and drive in any of road or street of the city.

In the coming of this essay an idea has provided regarding the dangerous effect of virtual reality games. After that an idea has been provided regarding how virtual reality games can result in psychological harm to large number of individuals and groups by the helps of various kinds of misrepresentation.


A Danish organization has provided a video game against video game which is available for free activation of the website. It mainly draws the attention to the various kinds of issue related to user for striking it into the adolesce girl [4]. The gamer can easily her again and again until and unless her face is bruised. The game comes up with option of knocking her down to the ground with large number of punches. The following against gender based violence was named as hit the bitch and it consist of two kind of video games which mainly focused on that fact that gender based violence is degrading on day by day interval. The games come up with sequence of scenes which must be avoided [2]. Gamers continue to hit a women and even after they are beating her to the particular point. It ultimately makes the gamer strong to beat a woman, in video game stimulation in such a way that it can be used for gender violence is considered to be wrong. After knocking down the women to the floor the video game finishes with a message.  The message contains the information that the gamer is 100% macho. The message comes up option no kind of excuse can easily justify the abuse of women and so the gamers should look for some kind of psychological help. 

Harmful Effects of Gender-Based Violence

Pornography and videogames are considered to be much similar things. They are equally damaging the various young men specially their ability to for connecting with large number of women [5]. Thus video game software is considered to be threat to large number of species. On the contrary there are number of difference between porn and video games. A video game can be considered to be a harmless division as it comes up with low stakes athletic competition. Both the technology accesses the part of the brain, which ultimately results in demand based stimulation which is also known as addiction [3]. Both focus on providing isolation which ultimately results in creation of large number of problems like depression and poor kind of health problems. Both the domains can easily encounter healthy face to face interaction. Pornography acts like substitute for various health to health interaction, social platform. Both industries have been criticised a lot for false kind of gender expectation.


The first kind of gender bias game was Cluster revenge which was produced by Mystique organization in the year of 1982. Although the provided graphics in the game is about reflection of time in which particular game was created [7]. It mainly focuses on human character which are sexually differentiated by their genitals. Along with some other kind of game like grand auto theft which consist of scene in which a women were assaulted and even after all this money was paid to large groups by killing large number of women’s. In this a game came up with rewarding point that money is paid as regular feature. Even after all the highest value of cash is paid to gamer after killing one of the women who is walking down the street [8]. This is the only provided video game which contains a proper form of violence against women in a proper way by defining all the laws against violence of gender.

Various kinds of video games are available on internet as an option of free download. Game like benki kuosuko is nothing but abuse of women which is inclusive of various kinds of torture on her [9]. Abuse and torture are presented in the game just for the sake of fun in the game. Violent video games have come up with serval kind of violent incidents. For example, teenager named devein moore was mainly held for various kinds of suspicious activities like suspicious of theft of car, sizing of gun of an officer and after that finally shotting three people. The boy stole the car and was finally jailed. He also narrated to police that life is considered to be much similar to video games and in many cases one needs to die. Experts of various games have focused the idea that people can embrace their individuality [6]. It ultimately focuses on the idea which make them to feel like competent and related to other games.

Differences Between Pornography and Video Games


In the last few years, various kinds of government bodies have been firing various kinds of shots across the various bows of interactive video game industries. It has been seen that it focuses on increasing graphic and violent content which are found on interactive games. With morality groups of battle cries for protection of various kinds of children which is considered to be important for permanent justification for controversies [5]. The supreme court of various nation has come with fact video games qualify for protection of speech. While in some of the countries use of video games have been banned. Various nation round the globe came up with the idea that video games should provide the same kind of priority like other kind of media. IT act is all about penalizing the publication or transmission of any kind of obsolete scene in electronic content which is electronic form. Publication and use of such video game through by the help of DVD or blue ray and its distribution fall into the same category of publication and its related transmission [8]. Both the section of information technology Act claims to provide punishment and proper kind of fine for transmission or publication of any violent transmission of information in the form of electronic. There are also come kind of acts regarding prevention of publication of any kind of information which is considered to be harmful to young person [9]. This act mainly checks the young person who are considered to be harmful publication in form of magazine, newspaper and other kinds of publication. It mainly comprises of large number of stories which are told to have picture without any kind of aid.


The fact needs to be noticed that an individual is mainly developed by what he encounters from seeing it. Video games can entirely change the way by which a person outlooks the life. It comes up with fact that which is considered to be proven for any kind of children and its impact on their life [3]. Therefore, if a child goes into playing games which glorifies various kinds of violence. Then it is encountered that bloodshed would either become timid, spineless. Video games are considered to make people more violent because one plays it in subconscious mind in an individual. Various kinds of violent acts towards any kind of enemies in a video game can easily provoke various kind of people to act like aggressive way. Gamers are considered to addictive and various level of games generally excite the players. For the completing the various levels people tend to play on continuous basis [4].  This will ultimately make the gamer mind more violent in an unconscious way.

The Addictive Nature of Video Games

From the above discussion it can be easily concluded that this essay is all about research on dangerous use of virtual reality games. A proper discussion has been provided regarding that fact how virtual reality games which may result in individual harm to various kinds of individual and various groups of people. The above topic is not a social issue not something with linked with private kind of decision to large number of individuals who can easily consume video games or large number of people who are responsible for them. It is perfect time to decide that whether commercial value carry more weight than human rights or peace. Various kinds of structural and social problems are considered to be silence in various public and political discussion. Different attempts have been made to invoke choice and consumer right for freedom of right of choice. As if various gamers are related to these kind of issues. Along with this in the matters should be taken for responsibility for properly dealing with children who does not consume felt totally with various kinds of parents.

References

Freina, L. and Ott, M. A literature review on immersive virtual reality in education: state of the art and perspectives. In The International Scientific Conference eLearning and Software for Education (Vol. 1, p. 133). " Carol I" National Defence University, 2015, January.

Neri, S.G., Cardoso, J.R., Cruz, L., Lima, R.M., de Oliveira, R.J., Iversen, M.D. and Carregaro, R.L. Do virtual reality games improve mobility skills and balance measurements in community-dwelling older adults? Systematic review and meta-analysis. Clinical rehabilitation, 31(10), pp.1292-1304, 2017.

[3] Bleakley, C.M., Charles, D., Porter-Armstrong, A., McNeill, M.D., McDonough, S.M. and McCormack, B. Gaming for health: A systematic review of the physical and cognitive effects of interactive computer games in older adults. Journal of Applied Gerontology, 34(3), pp.NP166-NP189, 2015.

Coyle, H., Traynor, V. and Solowij, N. Computerized and virtual reality cognitive training for individuals at high risk of cognitive decline: systematic review of the literature. The American Journal of Geriatric Psychiatry, 23(4), pp.335-359, 2015.

Donath, L., Rössler, R. and Faude, O. Effects of virtual reality training (exergaming) compared to alternative exercise training and passive control on standing balance and functional mobility in healthy community-dwelling seniors: a meta-analytical review. Sports medicine, 46(9), pp.1293-1309, 2016.

Park, E.C., Kim, S.G. and Lee, C.W. The effects of virtual reality game exercise on balance and gait of the elderly. Journal of physical therapy science, 27(4), pp.1157-1159, 2015.

Li, Z., Han, X.G., Sheng, J. and Ma, S.J. Virtual reality for improving balance in patients after stroke: a systematic review and meta-analysis. Clinical rehabilitation, 30(5), pp.432-440, 2016.

Kosa, M., Yilmaz, M., O'Connor, R. and Clarke, P. Software engineering education and games: a systematic literature review. Journal of Universal Computer Science, 22(12), pp.1558-1574, 2016.

Gamberini, L., Chittaro, L., Spagnolli, A. and Carlesso, C. Psychological response to an emergency in virtual reality: Effects of victim ethnicity and emergency type on helping behavior and navigation. Computers in Human Behavior, 48, pp.104-113, 2015.

Schwebel, D.C., Combs, T., Rodriguez, D., Severson, J. and Sisiopiku, V. Community-based pedestrian safety training in virtual reality: A pragmatic trial. Accident Analysis & Prevention, 86, pp.9-15, 2016.

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