Literature Review
Common Belief of Video Game Violence Ever since the Columbine High School shooting in 1999 and the shooting at Sandy Hook Elementary School in 2012 (and many other incidents), there has been a belief among many people that playing violent video games causes children to commit violent crimes. These societal beliefs fall into the “moral panic” category where society believes that behavioral choices of others within a society poses a great risk to a society as a whole (Ferguson, 2008). The moral panic in this topic was a growing concern that the beginning of violent video games, such as the release of Mortal Kombat and Street Fighter, and “predicted” the “school shooting peak” of the late 1990’s (Ferguson, Coulson, &
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Brown v. Entertainment Merchants Association (2011), a United States Supreme Court case looked at the studies about the relationship between violent video game playing and aggression. The Supreme Court found no proof from the research that violent video games cause minors to become aggressive. Their opinion stated that the effect of violent video games as “small and indistinguishable from effects produced by other media (p.173).” Also, the court found the state of California’s law on sales of violent video games as a violation of the First Amendment, saying that “states cannot attempt to regulate mediums like video games that display violence separately from other mediums such as literature, television, and movies (p.173-174).” Also, separate categories of media regulation cannot be the same for children as separate categories from that applied to adults. Copenhaver points out that violent video games do not cause children to be aggressive, also we know that not all aggressive children are criminals (Copenhaver, 2015).
Senator Joe Lieberman called violent video games, “a digital poison.” His focus was the Columbine massacre because the shooters Klebold and Harris played a violent video game called Doom. Doom is a mature-rated game with strong violence, and blood and gore (Copenhaver, 2015). Politicians often pay more attention to the negative side of news about violent video games over the positive news to better fit their agendas (Ferguson,
In today’s time with the new head turning technology in video games most of the games have some sort of violence present in them. Many games past and present incorporate some kind of violence such as, killing with weapons, using explosives, and crashing cars. With all of the present day technology all activities portrayed during in-game scenarios are becoming more and more realistic. In 2005 the state of California enacted a law to ban the sale of certain violent games to children without the consent of their parents. The law was created based upon the idea that with the realistic in-game events real behavior could be drastically effected by the violence. The worries are that tragic events such as massacres could occur based on ideas seen in games. Incidents such as high school shooting have heightened concerns of potential connections between violent games and violent actions.
Whether violent media content leads to real-life violence is always debatable. And in recent years, school shootings have made video games a new focus of public concern and scientific research. In public opinion, video games cause more aggression in comparison to traditional violent media contents because video games have more features of interactivity, "due to the active engagement and participation of players" (Hummer and Wang et al. 137). But more and more reports tell us that video games are not the main cause of school shooting issues; rather it is the negligence of parents, schools, and communities.
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.
The most extensive argument many have argued toward violent video games affecting one’s behavior can simply be described as that many shooters were fans of violent video games before committing the shootings. A common example people making this argument raise are the Columbine shooters, who were big fans of the video game Doom. While many believe that Doom’s excessive gore and violence led the two teens to perpetrate the mass shooting, that is not the case. What those who argue against video games fail to realize that those who commit these crimes had a history of other conditions. After many mass shootings, researchers often discovered in autopsies that the suspect had a long history of aggression or mental health problems that gaming was not responsible for. Patrick Markey and Christopher J. Ferguson, writers for US News, wrote
The main argument of this article is that video games have a direct link to short term and long term aggression. The author presents this argument by providing studies from peer reviewed articles that all conclude that video games do cause an increase of aggression. The main point of this article is to answer the question, “Do violent video games lead to aggression.” The article is about the effects of violent video games leading to aggression. The author uses recent examples, like the Sandy Hook and Washington Navy Yard shooting. In both of these examples, the author cites that both shooters had a history with playing violent video games. The author uses a study which selected individuals to play violent video games for a certain period of time. The study would then compare the results to a group who played non-violent video games. The study concluded that violent video games cause a direct link in aggression due to humans reenacting the actions the characters within the video games perform.
“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 Brown v. Entertainment Merchants Association, the US Supreme Court ruled 7-2 that California could not ban the sale of violent video games to minors because studies "do not prove that violent video games cause minors to act aggressively."
Tragedies like Newton has caused many well known people or celebrities to give in their input to why violence learned by video games should be stopped or better regulated. People like Donald Trump, Ralph Nader, and Wayne LaPierre claim that video games and violence are linked and can be seen throughout society. The government has proposed alternatives to diminishing consumption so that violence might decrease in our society, but with this they also want to understand the influence violent video games have on today’s youth.
People have been playing video games since the late 1970s, but it wasn't until 1999 that we began to question the consequences and influences associated with younger players. Karen Sternheimer's article "Do Video Games Kill" is about the controversial idea that video games are responsible for mass school shootings.
As the level of violence in video games increases, so does the level of concern for those who play them. Some people are quick to blame school shootings on games just because the kid played a “violent” game. “The topic of videogames and violence can be compared to the chicken or the egg question, which came first, violent games or violent behavior”(Violence and Videogames). However most kids in mass shootings tend to have easy access to guns and are mentally unstable.
Since Columbine, in which two students carried out one of the most deadly school shootings in history. Video games, TV, and movies have been a sought-after target for acts of violence. After the Columbine shooting, the media thrust the idea that Eric Harris and Dylan Klebold’s tendency for violent video games, not to mention screamo music and somewhat goth subculture, were partly to blame for the terrible day in history.
Because some video games have an age limit for people to purchase mature rated games, the companies don’t think about the kids who watch the ads too. On December 14, 2012 Sandy Hook Elementary school was raided by a 20 year old man by the name of Adam Lanza. Lanza, known to have been an avid videogame player, went into the school and killed 20 kids ranging from six to seven years of age as well as six other staff members. Lanza had even killed his own mother. After the event had occurred, there was a town nearby that offered a video game “buy-back” program in hopes to discourage videogame violence (Common Sense Media). Anyone with a high school diploma knows that video games don’t make people kill other people. It’s the guns right? Most researcher reject the idea that the television or video games are the single cause that makes people choose to participate in a massacre. Researchers do, however, believe that video games and television do play roles in causing otherwise non-violent individuals to behave
In their research of violent videogames and the effect on children, they have found that “the simplistic belief that exposure to media violence will lead directly to individual violence is clearly wrong.” (Kutner, Olsen, 2008) I am going to ask you to look deeper than this. I assert that although violent video games are thought to encourage real world violence, they actually help to prevent it.
After the elementary school shooting of Sandy Hook in 2012 this issue of violent video games became a hot issue calling for a connection of violence to video games. However, the final investigative report suggested that he was more a fan of nonviolent games (Ferguson, 2015). Video game violence is an issue that continues to be studied due to the inability to come to a general conclusion on whether or not the games provoke violence in connection to mass shootings. With shootings occurring and receiving mass coverage the media and public often seek a person/item to place the blame on. After the tragic events that left people dead or injured one of the topics that emerged was that of video games affects/effects on the person.
Over the years, the popularity of computer and video games has grown. Specifically violent video games make up more than 50 % of the top selling games. These games include violent themes that involve guns, crime, blood, and gore. There is an ongoing belief that these types of games are to blame for the many acts of violence in society and have encouraged America’s youth to act out in aggression. Several organizations, such as the PTC (Parents Television Council) have moved to discourage the development of violent games while also pushing for stronger regulations when purchasing such games. There is also debate among parents and concerns on how games can negatively influence their children. So is there a direct link between video games and violence? The truth is video games do not encourage violence in society based on several factors which include scientific studies, statistics on crime, and prevention measures adopted by game publishers.