In 2012, the Times (paywalled) ran a headline that was, for want of a better word, false. “Breivik played video games for a year to train for deadly attacks”. This headline is an outstanding example of the news media’s quick reaction to Breivik’s opening statement of his high profile trial. What the press has failed to report however that is the direct quote from the yet-to-be-proven psychopathic serial killer responsible for the calculated shooting-spree death of 77 Norwegian civilians in 2011. Not only do such headlines like these stir opinion and controversy, they do so based on misguided information. This shocking approach to reporting such a tragic event with strong blame aimed at video games re-opens debates. Again, the reporting of video games’ correlation to violent events continues a tradition that had and continues to haunt the video game industry ever since more graphic and realistic games entered the home, such as Midway’s own Mortal Kombat in 1992 and Sega’s Night Trap, 1993. It was these two titles which were responsible for the enforcement of a rating system, finally settling in 1994. Later, in 1999 shortly following the Columbine High School …show more content…
Counter-argument articles spawned quickly online, however, the articles trickled through newspaper opinion pieces. What was consistent, however, was the blame on video games as a whole, rather than World of Warcraft or Modern Warfare as stand-alone titles. Just as they did with the Columbine shootings, it was video games as a whole that took a large part of the headlines, rather than the title Doom. This is seemingly unique, when compared to the controversies surrounding the aforementioned book ‘The Catcher in the Rye’ and film ‘A Clockwork Orange’. Perhaps as time progresses, so too shall the entire medium of ‘games’ become broadly understood, as have ‘books’ and
As a hook in his article “When Life Imitates Video,” John Leo describes the Columbine High School massacre which took place near the city of Littleton, Colorado in 1999. Leo claims the actions taken by the teen shooters are due to the violent video games that* many young people play. The rest of his essay builds from this idea, arguing that violent video games desensitize players and encourages dangerous and delinquent behaviors in young children and teens. To effectively convince his target audience, those who have not yet had exposure to the idea of a connection between video games and behavior, of this idea, Leo utilizes an appeal to pathos and logos.
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.
Can violent video games truly be a cause of real violence in our adolescents? Can they really lead to such terrible tragedies and massacres like the one at Columbine high school? That is exactly what writer John Leo is suggesting in his essay, “When Life Imitates Video.” He starts us off here by pointing out the similarities between the actions taken during the Littleton massacre and the events of video games like the two shooters often played; and he criticizes the plethora of shooting games available today and how realistic they are. These games that are played by so many today, Leo warns, could “blur the boundary between fantasy and reality.”
In the late 90s, it seemed that school violence was on the rise as three separate devastating school shootings occurred over a three-year span. The most severe of the three due to the high death toll was the shooting at Columbine High School, also the one most associated with violent video game influence. The two assailant's levels of gaming expertise and their participation in online gaming was in question as motivation for their killing spree. It was this knowledge that sparked a media frenzy over who's to blame for the heinous acts being committed by these obviously troubled youths. However, other issues in these children's lives can contribute to a deeper explanation.
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.
I remember the Columbine shooting like it was yesterday. I think it is the first event that I experienced that made me realize that the world is a dangerous place. It was an event that open the nation's eyes to psychological issues that are faced by adolescents. It seems like every class psychology class I took after that found an opportunity discuss the event, and many liked to blame the prevalence of violence in entertainment. Sadly, it is also due to this event that there is so much literature available on the subject. The problem with this research, is that it seems to vary greatly on it's findings. In 2011 the supreme court ruled that the research was "unpersuasive" (Ferguson, 2013).
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.
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.
Kain, Erik. “The Truth About Video Games and Gun Violence.” Mother Jones, 11 June 2013, www.motherjones.com/politics/2013/06/video-games-violence-guns-explainer/.
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
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
School massacres have become more prevalent in this last decade. As part of the police investigation that concludes the shooting, they look for a motive. The first thing that people are frequently told from the news media is that the suspect’s motive was from playing a violent video game, not that they have a mental illness that may have caused them to execute their mass murder. Sane players of video games grasp the fact that they are playing a video game. “Their ability to distinguish between fantasy and reality prevents them from emulating video game violence in real life” (ProCon). Whereas people who have a mental
There weren’t any problems seen with games or gamer behaviour until 1976 when the company Exidy released the game Death Race, due to the gremlins human-like appearance, the context of its inspiration Death Race 2000 (1975), and the game’s working title being Pedestrian. The uproar around the game actually promoted sales and sparked the release of its sequel Super Death Race in 1977, and Atari’s release of the 2600 home console. In the following years there was great success with games that weren’t thought to be particularly violent like Pac- man and Space Invaders, however rising concerns came with public success. In 1982 the combination of a warning from C. Everett Koop-- the U.S. general surgeon at the time-- that video games contributed to family violence and the release of Custer’s Revenge (1982) by Mystique created astigmatism against games made and marketed for adults. There was a short break before the Mortal Kombat (1992) series reopened the discussion on violent video games with it’s gory and brutal “Fatality” scenes that included: decapitation, ripping the organs or skeletal structure, and incinerating or freezing your opponent. At the same time the less popular Night
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.
The story line behind some violent video games includes games in which players earn points by carjacking taxis, scoring drugs from cursing thugs, and mowing down pedestrians.(see http://www.feedmag.com/vgs/duncan.html>) Some cartoonish tag lines in some sadistic video games include : -- "As easy as killing babies with axes" and "More fun than killing your neighbour's cats". This kind of themes definitely influence the players, especially the younger ones, and inflict violent tendencies on them. It is no wonder, that this killing mania in violent games was seen to seep out into the actual world when a high school junior opened fire in his school cafetaria in Littleton, Colorado, killing two of his classmates. The gunman was reported to be an ardent fan of Quake and Doom, some rather violent video games. More proof of the relationship between video games and violence is revealed by a study which clearly reveals how this kind of entertainment affects our lives. Greater details of the history of how high school students turned gunmen in Columbine High School are given, which shows that the effect of video games in their lives was a major source of influence in doing what they did best.