Caleb Carrothers
English
October 26, 2015
It’s More Than a Game
A young man who had grown up in the horrors of Burundi’s civil war, had been warned of the dangers that exist in America. As he sat in his dorm room, all he could hear were constant gunshots, he looked outside but there was nothing to be found. He did whatever he could to block out the sounds of gunshots because it “brought back images from his home village in Burundi” (Irankunda). At dinnertime, his next-door neighbor explained that the gunshots were from a video game that he was playing. The neighbor offered him the chance to play the video games, but the young man explained: “you know, I’ve seen the real thing. So I’m not really interested. I’m sorry” (Irankunda). The
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According to CNN, 90% of America’s youth ranging from eight to sixteen year olds play about thirteen hours of video games a week (Saidi and Gross). Video games have become such a prominent part of our society and have affected viewers in a negative way through the countless violent acts portrayed throughout the games, promoting violent behaviors among the youth in our society.
Thousands of video games are produced and distributed each year. And out of all of the games created “It 's the mature games, the ones with lots of adult content -- especially violence –that get the most attention” (Haynes). One of the most popular, yet violent, video games is Grand Theft Auto, a game where users take on the role of a criminal and kill characters –including civilians, police officers, prostitutes, and gang members. The profanity, sexual content, drinking and drug use is also at an extreme in Grand Theft Auto game series. Although the game is designed for adults only, most of the users are youth. Another violent video game that attracts youth is Walking Dead, which is an adventure game. Although it looks like an animated comic, it is one of the worst games for kids. Throughout the adventurous game, users are put in dangerous situations with zombies, many human characters are killed, and when the zombie’s bite a user’s character, blood pours from their wounds. There are countless violent video games being sold, and regardless of the age requirements, the
“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!
Some say that video games give them a break from what is happening in their life, and others use video games as entertainment with friends. “It is just as likely that young people with primary, aggressive behavior or antisocial traits preferentially select to play violent video games for recreational purposes” (Porter & Starcevic, 2007). Many adolescents can see it as a way to get rid of their anger and frustration by being able to kill fictional characters. Along with this, studies have shown that with the amount of violence seen, teenagers are more accepting and tolerant of violent behavior (Nowak, Kremar, & Farrar, 2008). The more time that players spend on violent video games, there is a bigger chance that they are going to act violently when provoked. Not only do violent games contribute to the increase of violent actions, but also the profanity that the characters say can increase violent acts (Ivory & Kaestle, 2013). The make up of violent video games is causing aggressive behavior in teenagers, especially because they are the age group that spends the most time playing the games (Anderson, 2011). People are starting to realize what actions can be picked up by playing video games. The state of California tried to help stop the trend of teenagers being influenced by video games, but they were soon shot down.
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
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.
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
Bradley starts off his report with asking the reader to imagine a game that would let them “decapitate police officers, kill them with a sniper rifle, massacre them with a chainsaw, and set them on fire” (Bradley). This use of extremely graphic
97% of teens ages 12-17 play video games today. They contribute to the growing industry of video games which is now at $21.53 billion (ProCon.org). In your life you have most likely played some type of video game, such as a game on your phone or on your computer. Did that game make you feel like you wanted to cause violence? Violent video games do not cause mass shootings, it allows kids to relieve their stress, and it is the competitive nature, not the violence in video games.
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)
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?
The release of early games, such as Pac-Man, Donkey-Kong, and Space Invaders, initiated the innovative and precedent era of video game popularity; however, modern games follow a distinctly uniform pattern in violent graphics and paucity of discretion. Whereas early media did little to affect the teenage psyche, the impact of modern media and its barbaric implications are considerably heightened by the large teen proclivity towards television, video games, and film. Surveys by the Kaiser Family Foundation6 have shown that in today’s highly digitalized society, children ages eight to eighteen spend approximately six and a half to seven and a half hours a day using media devices. Correlatively, research from the Pew Internet Project reveal that 97% of American teenagers play video games. Such media saturation, while undoubtedly harmful to health and social interactions, has only become psychologically harmful in recent years with the emergence of violence in interactive and narrative media. Unable to actively participate in violent crimes in the real world, teenagers take solace in doing so in the imaginary one, effectively learning to disassociate themselves from the characters they brutalize and murder. This talent, unfortunately, has become useful to those whose minds have been
Violent video games are contributing to violent behaviors in the youth and teenagers of America. Youth violence is a seemingly increasing problem in the United States. Juvenile centers are gaining new residents each day.This violence is brought on by an increase in video game violence. Many of the newly developed games are killing simulators which train players for real world violence. There seems to be a lack in evidence against video games. “According to the federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low” (Jenkins 32). So called links between video games and youth violence are said to be found, but these links are coming from people who solely research media violence.
In the United States up to 97% of kids ages twelve to seventeen play video games. Many believe that people these ages shouldn’t be playing video games because they can be violent. The violence in these video games are thought to desensitize kids to violence and make them more likely to commit juvenile crimes. These thoughts and beliefs are false, because violent video games do not contribute to youth violence.
“Roughly 68 percent of all American households play computer or video games. Of this, 25 percent are under the age of 18. While the average age of a typical video game player is 35, it does show a large number of individuals are playing video games before college and while they are still at home, living with their parents and attending grade school.” Media misrepresents video games as a violent distraction for its audiences. Stereotypes of games like Grand Theft Auto or Mortal Kombat have dramatically changed the video game world.
Controversy about video games continue to escalate between parents and gamers, regarding the psychological effect of simulated, realistic, and 3D violence on the minds of young children and growing teenagers. Yet, research shows that video games contribute very little to today’s everyday violence, despite complaints and concerns that games influence a child’s normal behavior. Technology is a way of life in today’s world, computers are used by toddlers, adolescents, and adults alike. No matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. This includes videogames.
Playing video games is a popular pastime for kids and teenagers, one that is causing much concern for teachers and educators. The most popular games generally are filled with violence and gore, whether they be about war, street life, or otherwise. All over the world, teenagers and children (79% of them!) fill their free time with explosions, gunfire, and fistfights, and it all takes place behind the relative safety of a screen and controller. It can become so addictive that they play upwards of eight hours a week. Though these people don't physically participate in the calamity that takes place in their games, there are real world consequences for their involvement in them, both physiological and psychological. The negative link between the excessive violent video game usage is clear, according to a recent paper by David Walsh of the National Institute on Media and the family. The effects of playing these games include increased aggressive instinct, physical reactions such as increased heart rate, and lower happiness levels throughout the day.