Fighting for Violence On July 22, 2016, an 18 year old male began to open fire on the Olympia Shopping Mall in Munich, Germany. After successfully killing ten and injuring 36 more, the gunner turned the firearm on himself and ended his own life. After a long investigation, it was reported that the shooter was a fan of First Person Shooter (FPS) video games. This newfound information sparked a new flame to the decade old argument of how video game violence leads to aggressive behavior and more real world violence in teens and young adults. While many news posts spread the word that videogame violence is negative, there have actually been an overwhelming amount of studies and debates that result in videogames with violence having mental and physical benefits to the player.
With the popularity and production of video games constantly rising since the mid 90s, you would also imagine that the violent and illegal acts in teens would have also risen, but that is not the case. In fact, violent acts in youth have steadily decreased during the past 20 years, and are projected to continue to fall. While there could be many reasons for this drop in violence, the most likely one is that the inclusion of violence in video games actually provides an outlet for frustrated and angry teens to safely discharge their anger in the digital world, and not upon anyone in the real world. Video games offer an area in which your mind can explore and wander with no fear of consequences, so in
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
to begin, violence in video games are at an all time high. The acts and crimes you can commit range from, murder, rape, and assault. This demonstrates,especially to children and teens, that violence is okay and you commit all these horrible crimes with no consequences. In the article
Growing up as a gamer, I have experienced many new things in the video game industry. I’ve been playing video games since the Sega-genisis that I started playing when I was three years old. I’ve been gaming almost my whole life, I have watched new console been introduced, seen video games go from 1080p to now an amazing 4K which makes the graphics look amazing. Modern video games even have virtual reality that you as a consumer can now play in your own living room. But, even though we have amazing things in video games the modern gamer is being introducing to a new problem. The problem I am addressing of coarse is micro transactions in video games. Modern game companies are charging you $60.00 dollars for a video game. Once you purchase this said video game you have to grind countless hours in order to obtain specific items that will enhance your abilities in this virtue world, or you can turn your real life currency into this video game currency in order to potentially get these items early on. This concept is called pay to win. The definition of pay to win as stated in wikipedia “is In some multiplayer video games, players who are willing to pay for special items or downloadable content may be able to gain a significant advantage over those playing for free.” Though I believe companies should be allowed to do this in free video game, I think it is wrong to charge someone $60.00 and afterwords try to make them buy guns in order to enhance their gameplay.
Because the sale of video games with violent content have risen through the years, while the rate of crime committed by youths has decline. Along with that the number of high school students participating in fights has also decline from 43% to 25% within the span of 22 years. Because of violent video games the younger generation are occupied playing videos games to go commit or participate in any violent crimes.
A violent video game is defined as a video game where the range of options available to a player includes killing, maiming, dismembering, or sexually assaulting an image of a human being (Robert Wood Johnson Foundation, 2010). For many years there has been increasing concern by the general public, policy makers and social scientists as to whether or not violent video games have a negative influence on the behaviour of youth. With the popularity of the gaming culture growing dramatically amongst children and adolescences; the marketing of violent video games to youth has become increasingly successful, allowing such games to become more easily obtainable regardless of age (Anderson et al 2007). Consequently, the increase has raised the question of exactly what impact exposure to these highly graphic games has on the younger generation; resulting in a range of research and studies to continue to take place on the subject. It has become the norm in most modern societies to associate violent video games as a considerable cause to the violent and aggressive outbursts of youth (Ferguson 2010). Some even go as far as connecting some crimes committed by young people as a result of their exposure to violent video games. While others claim there is no link between violent video games and negative youth behaviour; some suggesting that violent video games have a positive impact on the behaviour of youth.
The teens should not be playing these violent video games due to them being aggressive during and after play. Studies are proving teens are getting way too aggressive either at home or out in public. “”Two studies examined the relationship
Video Game Violence has been a controversial topic for many years. It is easy to shift the blame for school shootings, and other crimes on to video games; an example of this is the Columbine High School massacre, a school shooting that occurred on April 20, 1999, where two students, Eric Harris and Dylan Klebold, went to their school and killed 12 students, one teacher, and wounded 21 others. Because Eric Harris and Dylan Klebold were fans of video games and actively played games such as Doom, Wolfenstein 3D, and Duke Nukem, this pushed the blame on to these companies and would lead to lawsuits and sour the mouth of the public view of video games. That is only one of the many that would paint a bad picture into the mind of the public. This
In a study done from 1996-2010 the incline of video game sales helped drop the rates of video game violence. In one instance in 2004 there were 250 million video game units sold while at a new low there were around 20 crimes committed by youth. Then in 2010 There was 24- Million units sold and 9 serious crimes committed by youth. As long as Teens are occupied with their gadgets, it won’t occur to them that hurting someone else is more
“On Tuesday, November 2, while the rest of the country was voting, the Supreme Court of the United States heard oral arguments in Schwarzenegger v. EMA, the landmark case in which the state of California is petitioning for the re-instatement of a California law banning the sale of deviant or morbid violent video games to minors” (Macris). This case is a current example of the opponents of video games trying to prove video games are a bad influence on children and teenagers. Violent video game opponents have always tried to disprove the positive effects of video games. They also have been known to make up and
The future of entertainment revolves around technology. Video games become more and more realistic. The main consumers of violent video games are teens. These games encourage killing and fighting enemies. More ways of playing violent video games are created each year, but most of us have this question in mind. Do violent video games influence young people to act aggressively? I play violent video games online and I am 16 years old. Overplaying video games can have many disastrous effects on teen limiting gameplay can have multiple positive effects.
There has been quite a bit of controversy between what the real effect video games are having on teenagers. Although everybody swings one way or another, most can agree that albeit video games may or may not be bad, the overuse of these games, can be and is a major problem in the world. Many believe that video games have an exponentially negative effect on teenagers. Many believe that video games desensitize players. In a 2005 study, violent video game exposure has been linked to reduced P300 amplitudes in the brain, which is associated with desensitization to violence and increases in aggressive behavior. Furthermore, these types of games often times reward players for killing, defacing public property, and stimulating violence. Games such as Call of Duty, and Grand Theft Auto, seem to cause players to feel happiness and joy in creating pain and havoc. However, there is another side to this story. Others believe that video games are contributing to an increasingly safe and more friendly atmosphere in the United States. In fact, sales of video games had more than quadrupled in 1995-2008, while the arrest rate for juvenile murders fell 71.9%, and the arrest rate for all juvenile violent crimes declined 49.3% in this same period. Even more, is the thought that, playing violent video games provides a safe outlet for aggressive and heated feelings. A study from 2007 reported that 45% of boys played video games because "it helps me get my anger out". Not only that, but another
Video Game Violence has been a controversial topic for many years, dating back to even the most simple classic video games like Ms. Pac-Man, Centipede and Space Invaders, eventually pushing into more modern games like Grand Theft Auto V and Call of Duty: Black Ops. This investigation attempts to expand and analyze the idea that due to the historical trend of video game violence being accused of blame for seemingly related violent events, some of the research may be faulty. The way we look at video games and how we research their tie to violence could potentially need corrected. Within this investigation we will be looking very closely at how these tests were done, analyzing if they were valid, considering the people behind these tests and the general misconceptions people may have of video games and their impact on violence. Just about anyone in most modernized counties has heard the claim before, placing the blame on a video game, music or television for the violent acts seen in their youth today. Typically these trends seem to pop up when we are referencing school shootings, gang related crime and other domestic terrorist acts done by our youth. It is too easy to quickly blame something like a violent video game for their behavior. This investigation examines the actual statistics of these violent crimes and how they are tied to video games specifically.
Living in the 21st century means that humans will be exposed to many improvements in technology. Technology such as video games will change the culture around us humans and more specifically children and teens in the future.Video games have recently been on the news and have received negative attention since some games display strong violence.Video games seperate their audiences into two groups, children and adults.Mature audience games being the ones in the middle of the controversy considering that overtime we now see children asking for the games that their older siblings play.The point im trying to bring to the table is that labeling games with an age limit is exagerated and false, so what im proposing is to remove age restriction from games that are intended for a mature audience for the reasons that these type of video games can help children and teens by enhancing abilities to problem solve,by making teens happier,and by helping teens realise the consequences of a crime with out actually being punished. All reasons for why age restrictions should be taken off the cases of every video game that is sold to the public.
In October of 1958, William Higinbotha pioneered the first ever piece of technology known to be a ‘video game’. Beginning as just an elementary adaptation of a tennis game, Higinbotha couldn’t begin to dream of what he had begun. Now in 2017, there are more than two-billion video game players world-wide. Just here in the United States, sixty-three percent of households have at least one person that spends a duration of over three hours a week dedicated strictly to video games.
Video games are enjoyed by many around the globe because of the wide variety of genres available on the market today. These genres range from single-player role-playing games to multiplayer first-person shooters. So, it begs the question "Why do people seem to enjoy slandering this industry and blame them for hatred, crime, and anti-social behaviour? The type of people that slander video games constantly criticise this industry but have they taken the time to actually consider the benefits of playing video games?