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.
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.
Content analyses show that 89% of video games have some violent content. Half of the video games on the market have extreme violent actions toward other characters. Games, today, are allowing players to not only connect with the game physically, but also emotionally and psychologically. In essence, the player becomes the character. According to Nielson Media Research, at least 45 million households in the United States have at least one video game console (Markey & Charlotte, 2010). The average age of video game players has increased to age 34, and 60% of Americans play interactive games on a regular basis. However, researchers believe that younger children are more susceptible to the negative effects of playing violent video games compared to older teenagers and adults. Furthermore, games that include violence have raised serious concerns among
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
As many as 97% of US kids age 12-17 play video games, contributing to the $21.53 billion domestic video game industry. More than 50% of games have violence. (Procon.org) Video games that have violence have been blamed to have caused bullying, mass shootings, and violence towards women. (Procon.org) An estimated four out of five US households with a male child own a video game system and worldwide series of video games are predicted to reach $102.9 billion in 2017. (Procon.org) Critics argue that these games desensitize players to violence and it rewards players for simulating violence . (Procon.org)
It has also been revealed in studies that exposure to violence in video games can produce violent behavior, and possibly even lead to violence at school or home. The resolution of this problem is not easy, but one short-term explanation is for government guidelines for game sales. If the government makes retailers keep track of which games are being sold to young kids, then children would not be able to buy violent games. Because video games have a rating system, it would only be needed for retailers to guarantee that minors and young children are unable to buy games with a rating greater than their age limit. I do think that as parents we need to focus on what we let our kids see and the activities they participate in. The debate about whether video games have a negative or positive actions depends on one’s philosophical perspectives. Parents need to reexamine their method on how their kids should interact and engage with video games. This good vs. bad approach might be comfortable, but it also seems to be out of touch with the kinds of thinking that we consider through to be in the highest attention of our kids. Is this exactly how we show our kids to ponder about things? I do not think so! We insist that they learn to be at ease with some level of
True or False: Violent videogames cause children to become more aggressive. Sorry, that was a trick question. Despite much bandying of statistics and loud talking by critics on both sides of the argument, the real answer is that there is no real answer—at least not one that’s been proved scientifically (Zipp). Video games are an appealing target for a public figure in search of a crusade. Movies and music have energetic advocates, but it’s hard to find anyone who will defend games for their artistic value, or even on the grounds of freedom of expression. Usually the strongest argument made for games is that they are harmless fun (Koffler).
Lately, it seems that there has been an abundance of horrible mass shootings and brutal violence in our world. In today’s seemingly dangerous world, parents are yearning to protect their children from getting involved in these savage crimes. Now, a great deal of people, especially parents, accuse violent video games as the cause of this growing epidemic. The controversy of video game induced violence has a long history, but it didn’t appear in the spotlight until the disturbing Columbine shooting in 1999, when the gunmen were said to have been addicted to violent video games. Since 1999, there have been more mass shootings and vicious crimes that have been accursed on video games. While siding with the belief that video games create violence
Violent video games have remained in the spotlight amidst mast shootings in the United States orchestrated by avid violent video gamers. This has raised concerns about the adverse effects these games might have on gamers. Nevertheless, I was raised in a family where video games were an integral part of our daily activities to keep me and my siblings at bay from the violence in our neighborhood. My parents reasoned that allowing their children play video games at home prevented them from being exposed to violence in the neighborhood. I remember being an “active gamer” by the age of six where I started off playing video games that required little planning and/or violence. However, by the age of twelve, I explored more complicated video games that required strategic planning with reasonable violence.
In today’s society there has been an ongoing debate regarding the effects of violent video games and the development of today’s youth. Many people believe that the violence in video games promotes aggression. According to Doctor Brad Bushman’s article, "Do Violent Video Games Increase Aggression?" he claims that violent video games leads to aggression because it is interactive process that teaches and rewards violent behavior. Yet others believe that this not the case. Gregg Toppo of the Scientific American, writes in his article, “Do Video Games Inspire Violent Behavior?” that video games are not a significant issue because teenagers know how differentiate between reality and fantasy. Because of the controversy surrounding this topic, I decided to research the question, “Does exposure to violent video games cause aggressive behavior among teenagers between the ages of 13 and 18?” Initially before performing any extensive research on this subject, I hypothesized that violent video games do cause aggressive behavior. I then proceeded to study different scholarly works that both supported and opposed my hypothesis. What I learned from those works eventually gave me a more complete understanding of the topic and allowed me to take a more educated stance.
In “Grand Theft Childhood,” Professors Lawrence Kutner and Cheryl Olson do a good job of investigating whether violent video games are bad for kids. They present both sides of the argument in an unbiased way.
From the late 1970s until the present day, the video game industry has been growing in popularity and profit at an amazing rate, with profits exceeding $10 billion in 1999 (Senate Commitee on the Judiciary, 1999). As time has progressed, the content of these games has become more and more realistic, and the violence in them has become more realistic. Concerns about this violence, from the relatively tame Pac-Man of the early 1980s to the near photo-realistic bestsellers of today, have been around since video games first enter the public consciousness. Video game violence appears in nearly all genres of game, from fantasy, to action, to sports and children of both genders have indicated a preference for video games containing violent content (Funk J. , 1993).
Source B claims that video games encourage or tolerate violent behavior in the game, probably leading to negative, violent side effects in both children and adults in real life. Source C provides evidence for the opposite, stating that laparoscopic surgeons actually made fewer errors in surgery after playing video games regularly. Source D debunks common video game myths with little-known facts that illuminate some of the negative side effects of violent video games. By comparing the video game producers and consumers with Doctor Frankenstein and Frankenstein’s monster, Source E uses a picture instead of words to illustrate the reality of the video game industry. Source F explores the moral side of the issue, using Grand Theft Auto as an example of how players decide for themselves if they will behave morally or
Kushner, David. "Violent Video Games Do Not Cause Aggression." Video Games, edited by Laurie Willis, Greenhaven Press, 2010. Opposing Viewpoints. Opposing Viewpoints In Context, http://link.galegroup.com.catalog.stisd.net:2048/apps/doc/EJ3010669221/OVIC?u=j031916004&sid=OVIC&xid=fed30b6e. Accessed 11 May 2018. Originally published as "Off Target," Electronic Gaming Monthly, Aug. 2007, pp. 12-16
Aimee Tompkins (2003) claims that children are being affected by everything what they see around them in the youth, and people, who see violence in the youth, always tend to be more hostile and less responsive to images of violence. That 's why parents try to border children from any possible negative influences. But they often do not even realize that by buying to child a game console, they put them into the risk. Since most video games contain violent character. According to statistics given by the ‘Children now’ organization (2001), 89% of the top-selling video games have violent character and serious violence is contained in half of them.