The global issue that will be discussed will be is “Do video games create violence in society.” Video games are a significant part of many young people’s lives. With an exceptional number of people in the status quo playing video games, it has raised the question whether or not video games do in fact incite violence within societies or is it just a coincidence? Throughout this paper, we will explore possible factors that contribute to whether video games do or do not create violence in society. We will explore this issue through different perspectives to get an overall view on the issue to find a solution. Legally speaking, video games have been limited to those of certain age groups depending on the age of the consumer. Ratings from E to …show more content…
Several states, including California, Georgia, Illinois, Louisiana, Maryland, Michigan, Minnesota, Oklahoma, and Washington, have passed laws regulating the sale of violent or sexually explicit video games (Barrett, 2008). This shows that states are trying to prevent youngsters from buying rated M games. But attempts to stop it completely show that it could not do so because of a few reasons which include: unnecessarily impeded a parent 's rights to make decisions about his or her child, was unenforceable, and also was not inclusive enough (Rowland, 2001). Also, stated, is that there was no evidence to pass legislation regarding ‘violent’ video games because no evidence presented violent behavior in children. The lack of direct evidence that connected “point and shoot” video games to violent behavior (Rowland, 2001). Also sales of video games compared to youth violence (serious violent crime) shows that while the sales of violent video games has gone up, youth violence has gone down (Adam Thierer, 2009). Relating social media and violence created by video games can be shown as a way to let out stress or to communicate with the community about what games are trending or not. Young people are always going to be on social media whether they like it or not. The youtube community allows for people of all ages to interact, bringing into question whether video games incite violence or rather bring people together through
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.
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.
A huge controversy in today’s society is violent video games and their behavioral effect on the children and adults who play them. Violent video games have been blamed for bullying, school shootings, and even violence towards women. Many have fought that violent video games desensitize players to real-life violence, and that they are teaching the youth that violence is an acceptable conflict-solving strategy. Other sources have stated otherwise. The 2004 Secret Service has stated that only one-eighth of attackers have exhibited interests in video games. Violent Video games do not cause violent behavior or behavior problems because it has not been proven that there is a link between violent video games and behavioral issues, playing video games provide a safe outlet for aggressive and angry feelings and reduces violence in young children, and violent juvenile crime has actually gone down since the violent video game popularity has increased.
Video games have become very influential on children and adults (Stafford, 1999). With violent video games humans are more prone to act aggressively, to have aggressive thoughts and become numb towards violence (Harding, 2009). Apart from these they are
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.
Prolonged scenes of massive violence, graphic sexual content, and animated blood are examples of statements that the Entertainment Software Rating Board uses to depict the content in over fifty- five percent of the video games rated yearly. The debate of whether the aggressive nature of these video games influences youth violence in our country has been heatedly battled for decades. Since the mid 1980’s, it has been suggested that high profile cases of violence are due to an aggressor’s excessive video game use. However, much like a cold case the type of connection between video game use and youth violence remains without a definite answer. Most believe that video game use negatively influences child aggression acts in our country. Others firmly declare that video games provide a realm of opportunity for child development. Ultimately, it is impossible to say that video game use affects every child the same way. New studies suggest that video games do not affect every child that plays a game. Although violent video games are innocuous for the majority of adolescents between the ages of twelve and eighteen, the effects of these games are aggravated in those with pre- existing antisocial or depressive traits.
Moreover, many kids deal with violence and can’t control it. As a result of having issues with violence some people play video games to let their violence and anger out. People need to understand that “ [b]ut overall, violent crime is down in the US-indeed, as violent games have become more popular, violent crime has fallen." (Erik Kain 1) The more popular the game is studies show violent
Video game effects are relatively new in modern society. Even though these games are often entertaining, the content of the game has been increasingly more and more violent as technology becomes more prevalent. The popularity of violent video games has caused an increase in controversy. Parents and experts feel that some games are just too violent and they demand the government to regulate the sales of these games. However, violent video games do not cause an increase in aggression, in adolescents. The forceful plan by the government is caused by an exaggeration of the effects of violent video games and this plan are indeed pointless.
Technology is an important aspect of change in our world. As time goes on, we are introduced to more and more technology every year, which includes media such as video games. The increase of technology has also increased and improved the world including ways of communicating and distribution of information. More often used outlets of media are those used for entertainment purposes, like television, internet and video games. The ones who are most likely to engage in these media outlets are millennials and the most recent generation Z, because they have been introduced to these outlets from a young age. In fact, a study found that children spend around 9 hours a week playing video games (Polman, de Castro, & van Aken, 2008). It is evident that video games are progressively becoming more violent in nature, and with children spending as much time as they do playing video games, there are questions that must be asked, is the violent nature of video games effecting today’s youth? And if so in what ways?
video game violence is a hot topic in the American society, with many incidents of shootings at schools lately it has revive the controversy of how video game violence has affect the way of thinking of the video gamers. this investigation has the purpose of analyze how video games violence contribute to a increase in violence in the youth of this country. the games that are more blame for actual violence are war games like call of duty and gear of war, and the just kill for fun like grand theft auto. But is it fair to blame the increase on violence related to this kind of video games or are parent not educating their children to learn about respect. The purpose of this investigation is try to find the real consequences of young kids learning
In the 90’s there was even enough media attention to video game violence that the United States Congress had a hearing on issuing age appropriate labels, much like in movies, to video games to warn parents of the contents of a game. Each of these matters have only helped further tarnish the reputation of video games, and draw worse misconceptions about them.
Today, people will wait outside at midnight to a copy of the latest video game, i can admit that i have done this. Video games have a variety of genres, but ironically the most popular genre is games that are rated M for Mature. By law, companies mark each game with a rating depending on the context of the game. “EC” is for Early Children for younger children, “E” for Everyone, “E 10+” for Everyone ages ten and up, “T” for Teen for ages thirteen and up, “M” for Mature for ages seventeen and up, and/or A(O) for Adults Only ages eighteen and up ("ESRB Ratings Guide"). Companies deliberately put these ratings on the box for consumers, mainly parents to read
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.
“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
Meanwhile, factors like parent's lack of awareness of the audience rating could lead to violent behaviors among children. For starters, there are numerous warnings such as the appropriate age rating on boxes of games which indicate the contents of the game. However, numerous of parents ignore the warning and purchase games that are unsuitable for children or teen such as a bloody game depicting a battlefield during World War II. According to Melissa Healy, she argues that the parents are responsible for the purchases of mature-rated games and that it is the parent's responsibility to prevent protect their children from exposure to violence by not