In recent years, we have seen many video games criticized and bashed in the public eye for their disputable content. However, the game industry has been subjected to controversy since the creation of its first adult themed games such as Death Race 1976 or Custer 's Revenge 1982. These two graphics limited games have introduced video game violence to the public and since then debate about morals and ethics of video games evolved over the years together with the game experience thanks to modern technologies. Violence is one aspect of many that can cause great controversy that’s why it is important to create a suitable ethical, cultural and legal context as it can determine its failure or its success. In this paper, I will present an example
Video games are played all the time by teens and young adults. Most of those games that are being played have some sort of violence in them. Whenever a big murder happens and is committed by a teen or young adult, the first thing that gets blamed are violent video games.
Everyone in the world has a hobby, no matter how big or small. For some, it is writing, reading, or building objects. It just depends on what interests that person. Since video games were created, they have fascinated people. They provide another form of entertainment. This is especially prominent in the United States today. Due to video games, America has begun to see certain trends arise. Among these is the claim that they cause violent behaviors and other negative consequences. Violent video games are acceptable for many age groups in America today for several reasons.
Ever since the nineteen eighties people, usually politicians and the news media, have been quick to blame video games for societal woes, saying violence in video games causes violent behavior and makes people anti-social. Some have even argued video games cause racism, sexism, and cause health problems, but most research that points towards video games being bad are inconsistent and sometimes contradictory. And yet people still want to restrict and censor video games, even though they are an art form just like film or paintings or what have you, and because they are an art form they are a form of media and are protected under the first amendment. Violent video games do not cause real world violence like any art form they only mirror the violence of the real world, and it is contradictory to think that they cause actual violence. Video games have even been shown to be healthy, they relieve stress and increase hand eye coordination, and are a positive, non-violent form of relieving aggression in a way that does not cause physical harm to others.
Video games are a fast growing form of technology. This issue has to be discussed because of the two confronting sides that embark it. Because of the issue video games have to either continue growing as they are or they have to be stopped completely or a settlement between the two parties has to be
Introduction Video games are generally played for amusement and entertainment; also, they can go about as a support in mitigating anxiety. Because of progressing innovation, feature diversions have developed and developed into an expansive realm affecting those inside this domain. Consequently numerous moral issues are brought to our consideration because of this improvement. Subsequently, we ought to distinguish how new feature recreations are morally influencing individuals who play them. The moral issues of feature gaming that impacts numerous individuals incorporate: viciousness, rating, training, stereotyping against ladies, group and enslavement. Eventually, every point is connected to brutality included in feature recreations. It is
Jaden Bell Ms. Thompson Junior English February 23, 2017 Effects of Violent Video Games Video Games, some are a great a part of life like mario and sonic and various others then, there are games have a a lot of blood, gore, sexul content, and heavy language and these games are
Parker Wise Argumentative Essay Period 6 Hathaway Language Arts Video Games and Violence In 1976, a game called Death Race was released. This started the argument about whether children were allowed to play violent video games. 97% of teenagers in the world play violent video games. Of the top selling games, 28 are violent and were blamed for bullying, school shootings, and other major problems. These games are wrong in teaching young adults that violence is an acceptable way of solving problems. Some supporters think that research on the topic is deeply flawed and has no relationship with real violence. They feel like violent video games are a way to release anger and stress in a safe manner. Others who oppose children playing these games, believe that it introduces children to cruel and unacceptable behavior. Video games lead to bad behaviors and violence, if you are younger than 17.
Video Games as a Violent Media As technology as progressed, more people, especially youth, take part in playing video games. There has been an steady increase of video game usage because of the fact that video games have become more life-like and realistic. While they have become more realistic in aesthetic ways, they have also become more violent in content as well. Games like Call of Duty
Morality and human nature are important factors when considering the behavioral influences of video games, whether they are positive or negative. Violence in the real world involves much more complexity than any influence by the media. As previously stated, simple factors such as one’s home life, environment, and general human nature are ignored when video gaming’s influences are under scrutiny. In a world where millions of people are dying in real wars, it is a luxury to harbor concern for children to be excited after playing a shooting game (Gee). The moral and behavioral influences of any video game are left up to the interpretation of the player; there is no direct influence in any game that dictates bad behavior to their players. James Paul Gee provides an incredibly important point in stating, “Video games are neither good nor bad on their own, and induce neither violence nor peace.” It is important to consider the context of video games. In David Kushner’s article, he quotes The British Board of Film Classification’s conclusion from a survey: “The violence helps make the play exhilaratingly out of reach of ordinary life… Gamers seem not to lose awareness that they are playing a game and do not mistake the game for real life.” If a violent child did not play video games, then where would the blame fall?
Over time, America has evolved both positively and negatively. In fact, our country has changed in more of a negative way than positive. Violent video games and movies are a source of entertainment which includes violence that is causing the American culture to decline. The American culture has become very
Due to the recent shooting in Newton, Connecticut at Sandy Hook elementary school, a nation question arises. That question is why the shooting occurred in the first place. One of the leading causes on why the killing-spree happened in the first lace is violent video games. As more violent
From the past till now, video game never loses its popularity, from Gameboy to Wii, and from NDS to LOL, millions and billions of people are obsessed with this imaginary world. Some of the video games are created for educational purpose, however, most are created for the people who wants to escape from reality. “In a national Harris Poll survey of 1,178 American youths (ages 8-18), ISU Assistant Professor of Psychology Douglas Gentile found nearly one in 10 of the gamers (8.5 percent) to be pathological players.” ("Figure 2f from: Irimia R, Gottschling M (2016) ") Not only the statistic shows the high rate of addiction towards video games, terrible consequences of the addictions are more than enough to be served. For example, an extreme case of an Chinese kid called Xioyi suicide because he lose in one of his game on December 27, 2004; where he left a note that said he wanted “to join the heroes of the game he worshiped.” Video game has the potential to ruin a person’s life, as well as their family, or even the
From the late 1970s until the present day, the video game industry has been growing in popularity and profit at an amazing rate, with profits exceeding $10 billion in 1999 (Senate Commitee on the Judiciary, 1999). As time has progressed, the content of these games has become more and more realistic, and the violence in them has become more realistic. Concerns about this violence, from the relatively tame Pac-Man of the early 1980s to the near photo-realistic bestsellers of today, have been around since video games first enter the public consciousness. Video game violence appears in nearly all genres of game, from fantasy, to action, to sports and children of both genders have indicated a preference for video games containing violent content (Funk J. , 1993).
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.