Aside from becoming desensitized, video games cause players to step over from fantasy into real-ity. Video games allow for the player to participate actively. They have the option to create char-acters with different physical attributes within the game. “For example, the Nintendo Wii console enables its users to design their own “Mii”; a customizable game character whose physical attrib-utes (e.g., haircut, hair color, nose, mouth, physical stature, etc.) can be modified to match the player’s own” (Fischer). The player gets to create this fictional character that they may have al-ways wanted to be to excel in an imaginary world. Without a personalized character, the player is not emotionally attached as he/she would be if it was a personalized character. Adam Lanza, the shooter at Sandy Hook, was described to be skinny, socially awkward and was diagnosed with Asperger’s syndrome. It was observed that “in the game, onscreen, he was able to create a differ-ent version of himself: a muscle-bound soldier wearing fatigues, goggles, and a black beret and carrying a military assault rifle” (McGrath). Lanza was able to become someone he was not in real life. By playing and being an active member, Lanza was able to control his life in the fantasy world. He completed …show more content…
Games themselves are not the product of violence, but rather, the people influenced by the games and the interaction of the game. Just as guns do not kill, but the people and their cruel intentions, violent video games are a source that lead to effective mur-der homicides, suicides and tragedies. This is an evident problem. Yet, the problem lies in the heart of man. Until this is solved, every seemingly positive aspect in the world is merely the de-velopment of entropy awaiting
In the modern world, violence is an everyday occurrence, and the video game Grand Theft Auto not only promotes violence and aggression, but it also normalizes it, creating a negative impact on society. Video games have gained a lot of popularity as of late, nearly every person has some sort of gaming device, whether that is a console, handheld device, or even just a smartphone. Consequently, the act of playing video games regularly has become accepted as ordinary in today’s culture. It seems strange to think that a video game could have any effect on society, whether it be positive or negative. However, through the presentation of offensive language, aggressive behavior, and gun violence, the video game Grand Theft Auto will undoubtedly assist you in comprehending the negative characteristics that a video game has the potential to possess.
Many pundits believe video games that exhibit crude violence, blood and gore, strong language, use of alcohol and drugs and so forth, will influence young adults physical magnetism to deploy this ideal charisma in the real world. For example, in the news article Violent video games do not cause people to be violent in real life by Brian Sweeney, an argument was made, “Violent video games tend to raise more interest to other players to try out and experience things that normally people wouldn't do in real life, whether it be stealing cars and causing destruction to people and property in games like Grand Theft Auto or progressing through the story while killing nightmarish creatures using guns or knives like in Resident Evil or Dead Rising.” Though graphics are vividly improving each and every year, and explicit content seemingly encourages contributors to produce similar actions in tangible means, this statement is absolutely bogus and completely eschew in a sense of disputable genteelism. Violent video games does not really affect one's psychology, rather creates a virtual perception of freedom and reverie of diluted tension. The foregoing article introduces Jacqueline Huppuch, a senior is also a gamer who plays violent video games. She plays because it helps relieve her stress, for instance, “In
In society, video games have been criticized as an inducer for violent in children. The ongoing debate instigates research on the correlation between video games and violence. In Craig Anderson’s article, “Violent Video Games and Other Media Violence, Part II”, the author criticizes the opposing side and states that violence in media reflects violent behaviors in children. John Glynn’s article, “Guns and Games”, reasons on the benefits of video games and points out the true perpetrator for violent behaviors of youth in the United States to be the gun culture.; While Glynn’s article contains some form of pathos, there is a lack of pathos in Anderson’s. Both articles utilize logos and ethos. However, Glynn offers a more well-rounded argument to support that video games are beneficial and are not the true cause of aggression in children.
In an article by Karen Sternheimer, “Do Video Games Kill?”, she gives an in-depth look at whether video games contribute towards aggression and violent acts portrayed throughout society. She does not agree with the critics that suggest violent acts of crime are being promoted by the violence in video games; although, there have been several violent acts of crime throughout the United States “...school shootings in Paducah, Kentucky; Springfield, Oregon; and Littleton,
Video games are prevalent among impressionable children and teenagers. There has been a great deal of controversy surrounding the violent themes used in video games. Teenage shootings in schools have led society to question the relationship between video violence and criminal activity. After considerable research, expert opinions, and research findings, the American Psychological Association found that there is no link between gaming and criminal behavior (Casey). With this, the pursuit of video violent games continues to grow in our society. With games that show execution style murders, blood oozing from gunshot wounds, and victims moaning from wounds, it certainly is gratifying for the indulgent player. The ongoing concern about aggression and violence has once again been proven to be non-existent (Alert). My thoughts are that this cartoon like violence is appeals to the need for violence in an artificially designed environment. In this manner, violence is contained within the boundaries of fantasy. This is unlike “The Crucible” which occurs in with real people, events, and situations. Thus, directing violence in the realm of societal dysfunction that has endured with
“97% of US kids between the age 12-17 play video games...more than half of 50-Top-Selling video games contain violence” (Guardian US interactive team). Video games are present in almost every home around the world, their commercialization and popularity are increasing abruptly, reaching in hands of a lot of teens who can spend hours and hours just playing them. Because of the huge demand that video games have, their creators are in the necessity to make them more attracting, to increase their sales, and give more satisfaction to their consumers, in this case the majority young people. However violent video games have been blamed to be a very influential factor in child development, contributing to youth violence. In other hand different organizations and personalities had different opinions about it, arguing that violent video games had no link with social violence.
“According to data recently released by The NPD Group, in 2012, U.S. video game software sales reached $6.7 billion (174.8 million units) and computer game sales were $380 million (13.2 million units)” (Improving Economy). To many, the violent video game industry has turned all adolescents into mass murderers. However, they’re absolutely wrong. Very seldom do adolescents who play violent video games commit acts of violence, and the ones who do usually have a mental disorder. Instead of blaming the tragedies that occur on violent video games, the news media should explain to people that a large percentage of young males play violent video games, indicating that the two are uncorrelated. They should alternatively research other possible solutions to the crisis. In lieu of negatively affecting people’s lives, video games could potentially improve their lives!
In my most recent essay I wrote of the violence attributed to video games in light of various shootings and other tragedies that occurred in the past year or so. In this essay I argued that despite their violent content, video games are not completely to blame for acts of violence committed by children. Throughout this essay I tried to convince the reader by, first, establishing my own credibility with video games, then sharing my own experiences with violent games, and providing both empirical data and valuable insight from trusted sources.
Over 90% of children around the world play video games, and over 90% of those are violent. This staggering amount of simulated violence has initiated devastation to everyone. Parents of all origins try to protect their kids from cruelty, but in the process of buying them pugnacious video games, they are pursuing the opposite effect. Simulated brutality in games are precarious because the history of gaming is tied to violence, it is treating killing as banter, and it surges bullying and aggression among players.
Violence in video games has been proved to raise the aggression on video gamers in the short and long term, whether it’s in their language, attitude or actions. Also video games not only cause this but they also decrease prosocial behavior and empathy (Anderson, 2010). Violent video games have been one of the main reasons why students decide to shoot everyone in an educational institution like the well known Columbine Massacre in 1999. “[They] liked to play Doom (a computer game) in the afternoons”,“No one can say for sure why...theories including...violent video games (Doom)” (Rosenberg, Unknown). As we can see very clearly violent video games
As the world is getting into more of a technological era, video games are getting more realistic. Professional researchers are deeply concerned that a plentiful amount of gamers soon will not be able to define a difference between fantasy and reality in a video game (Jaccarino). Examples of violent video games that can soon lead to murder are the following: Grand Theft Auto: V, Call of Duty: Black Ops II, and the latest release, Mortal Kombat: X. Games like these encourage violence in various ways. This problem started when violence in video games was first introduced to homes when the game Doom came out in April 30th, 1995. Ever since then, this problem has only gotten to more of a critical state. In 1997, Evan Ramsey decided to discretely sneak a 12- gauge shotgun into his local high school, and then murder two innocent people. Ramsey injured two others as well. Evan Ramsey did not understand that there is a complete difference between a violent video game and reality. He said, “I did not understand that if I pull out a gun and shoot you, there’s a good chance you’re not getting back up. You shoot a guy in Doom and he gets back up. You have got to shoot the things in Doom eight or nine times before it dies” (Jaccarino). Furthermore, in the popular game, Grand Theft Auto: V, the player is in complete control of their destiny. The player can violently attack ordinary, law-abiding citizens at complete random for no
“In video games, the category of “first person shooters” has been controversial with critics concerned about what that means to players who actually perform acts of violence within the games. Instead of merely watching a character perpetrate a violent act, the player is actively encouraged to participate. Gamers will often refer to their characters as “he” or even “I.” “This suggests some confusion is brought on by the intense identification players sometimes feel towards their avatars. Players typically remain attached to a single character they can control; thus they have a very strong following pattern. Game designer, Will Wright, has argued that games may have a unique ability to make players experience guilt for the choices their characters have made in the course of action. Because players are making choices, they feel some degree of responsibility” (242-243).
Ever since the video game was invented many years ago, violent, bloody games have existed also. Some include killing zombies, shooting people, and fighting that ends in either someone dying or being hurt. The outcome remains the same, and a select few continue to live out these games throughout their daily life. These games can sometimes cause people to become angry. Although, some video games may have a negative effect on some people’s lives, other reasons such as their home life can be a factor in these people’s behavior.
Since video games have been introduced, video games have been accused of contributing too many atrocities, and acts of violence. News outlets paint video games as being a source of which some acts of violence happen. Yes, violent video games have become more popular, meanwhile becoming controversial, but still there exist no links between aggression and video games. The University of Bologna says that “owning videogames does not in fact seem to have negative effects on aggressive human behavior” (Koffler par.7). Meanwhile, news outlets keep on missing the point on how beneficial video games are. Video games do not contribute to violence, can be educational, and they can improve us in different ways.
“Recent contents analyses of video games show that many as 89% of games contain some violent contents” (Gentile, Lynch, Linder, Walsh 3). More than half of video games being sold around the world contain some form of violence. All of the violence involved in the video games being played by children is a pattern leading to aggression. Aggression can be caused by many things; however, violent video games are the main cause of aggression in young adults. “If a child began playing violent video games at a young age, then he might think that violence in real life is the same as the game violence and that it doesn’t have a real impact on others” (Gilad, Alto 1). Thinking that violence in the virtual world is the same as in the real world is the first step to showing aggression. Aggression in children caused by video games is the biggest effect parents and researchers worry about. Violent video games teach children that shooting and killing people are