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.
The Writer of “When life imitates Video”, John Leo has tried to persuade his readers the reason why violent video games have negative impact on children's character. The first main goal of his article is to show the relationship between playing murderous games and violent actions. His second main goal is to make emotional appeal to parents the need to monitor their child from exposure of graphic violent medias. Most of his argument comes from his personal believe otherwise not supported by any evidence except making emotional(pathos) and logical(logos) appeal by trying to associate violence occurred in the Colorado with violent video games. To further strengthen his argument, he cited the Los-Angles Times which describe the characters children display while watching morbid video games and he tried to link the aggressive behavior modeled in the game and violent character. He assume the whole society as his audience. As he stated it, “we are now a society in which the form of play for millions of youngsters is making a large number of people die”.He succeeded in writing and informative and an emotionally appealing article with a potential of convincing his audience against violent video games.
In society, video games have been criticized as an inducer for violent in children. The ongoing debate instigates research on the correlation between video games and violence. In Craig Anderson’s article, “Violent Video Games and Other Media Violence, Part II”, the author criticizes the opposing side and states that violence in media reflects violent behaviors in children. John Glynn’s article, “Guns and Games”, reasons on the benefits of video games and points out the true perpetrator for violent behaviors of youth in the United States to be the gun culture.; While Glynn’s article contains some form of pathos, there is a lack of pathos in Anderson’s. Both articles utilize logos and ethos. However, Glynn offers a more well-rounded argument to support that video games are beneficial and are not the true cause of aggression in children.
The paper discusses how violent video games affect a person's behavior and if they manifest violence and show aggression in the real world after playing such video games. I learned that not all people who are exposed to video game or media violence turn violent. I think it depends on the person if he wants to get influenced from the game, to mimic what the game shows. This is just like the next source, discussing about what kind of behavioural problems violent gaming brings about.
The writer Gerald Jones, in his narrative essay, article, “Violent Media is good for kids,” recounts his dormant childhood and how it was changed by playing video games. Jones’ purpose is to convey the idea that video games are a game changer in kids’ lives. At a very early age, he was timid, he was not associating and was not recognized by other kids. The writer adopts a sentimental approach to tap into the similar feelings once experienced by adult readers. Jones begins his article by throwing a flash back to his childhood days at age 13, a period which he described as sensitive, fearful, insouciant, nervous and apprehensive being part of the social spectrum of other kids. Jones writes “At age 13 I was alone and afraid”. He identifies to his readers the difficulties of a child lacking confidence to grow into adolescence, and how he found violent video games an essential tool in childhood development.
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
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
The author defends main rising arguments feuding over the fact that parents are complaining videogames are just too violent. For one to say that video games are violent one would have to conclude this from a period of evaluation on how people interact and use this technology. In contrast to parents gamers in general such as Master Chief have had a lot of positive comments to
The journal article entitled “Kill pixels not people: exploding the fake scientific consensus on violent video games” by Ronald Bailey covers the effects of violent video games. The article defends the idea that violent video games do have a negative effect of making the player more violent or aggressive in real world experiences. The main supporting ideas mentioned throughout the article include; crime rate statistics, experiments, and knowledge of video game violence (Bailey).
One tension comes from the misrepresentation of the meanings that gamers have for the games they interact with in video games, with the representation of violence in particular. The misrepresentation made by media originates from an outdated view on literacy theory. The idea states that literacy or game literacy in this example has a a fixed meaning, however this would only apply if the game environment were also fixed. Modern literacy theory as De vane states is a “socially and culturally situated practice” Grand Theft Auto involves a dynamic interaction with the game and allows the player to create meaning from the game with their own social and cultural experience. This tension of misrepresentation by the media on the links that exist between violence in video games and violent behaviours is important because it has the effect of influencing the mass audience in a negative way. It also fails to inform the audience about the many positive effects than video games produce such as teamwork and problem solving. In the article written by Ben Devine and Kurt squire titled, The Meaning of Race and Culture in Grand Theft Auto they comment on the unbalanced view that media takes stating that “few of these studies have received the media attention or received the funding.”. Media misrepresentation of violence in gaming is the beginning in the way it reports the truth
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
Ever since the video game was invented many years ago, violent, bloody games have existed also. Some include killing zombies, shooting people, and fighting that ends in either someone dying or being hurt. The outcome remains the same, and a select few continue to live out these games throughout their daily life. These games can sometimes cause people to become angry. Although, some video games may have a negative effect on some people’s lives, other reasons such as their home life can be a factor in these people’s behavior.
As video game images become increasingly more realistic and graphic. Therefore, is there any link between the violence depicted in those games and violence in real life? Students are the main group people who played violent video games very often. Also, losing a game causes many people to have a negative impact. Last, the attitudes on violent game and antisocial. Games are everywhere around us, such as cellphones, televisions, or computers, but violent games are the most popular type of game. The scene inside the game may lead to real things happen, especially for children, who are eager to experience it. Therefore, violent games may cause many impact, such as crimes, antisocial, and negative effects.
The violence in video games is not always noticeable to most adults or more specifically the “non-gamers”. While the graphics in a violent video game are better and more realistic than a general user video game it's more tempting to play.
In today's advanced society where technology rules the world, video games are just another type that people use as a form of entertainment or hobby. Unfortunately, there are violent video games that actually affect people's behavior considerably without most of them realizing. With all the violent act people commit and all of the evidence people have been arguing in favor of video games. Deciding to regulate or change these games will affect the future generations and is a very important and controversial issue that connects with topics like violence, and prejudice, and sexism. Although there are many critics that argue that videogames are not the true cause of unhealthy demeanor in today's society, they are indeed the real cause. And there are people that recognize that Videogames are the reason. Even if I've played some video games, I stand against violent video games and will argue that they cause disorderly behavior such as violence.