Fellow peers of Mountain View Middle School,
I have been aware for quite some time about the ongoing argument over simulated violent role-playing games. Quite a few of you believe that they can be dangerous and have negative effects on adolescents today, while they themselves have few interactions and experiences with these types of games. Specifically, a student by the name of Monica Louka strongly believes that these role-playing games are harmful and thinks adults should be stricter on limiting these games. I would like to ask that this single person, and everyone with similar views reconsider this position. Students who are rallying behind me are also making an effort to get others to realize how exciting and fun these simulated games
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These games, especially ones with teams, can bring people closer by sharing a common interest or mission. “High-Jinx: Shoot Out” tells the reader how in simulated aggressive games children “come together to finish a certain objective and no one feels left out.” This makes a team mentality come over the participants and people are brought together in these games with how they need to communicate. In simulated abusive team games, communication would be very important for the members to succeed in something. Thinking about that further, would mean the children playing these types of games would learn a helpful skill that is important for people around their age to be using. The result of people coming together is that they become excited to see their team, and excited to be with people that share a common interest. This causes minimal trauma to participants since most people will get along with each other, and lasting friendships can be …show more content…
Included in the article “Violent video games may stop crime by keeping criminals busy playing violent video games” is the idea that children that play these simulated games are having fun, and have the potential to not be violent in real life. Meaning that contrary to popular belief, these games can be beneficial for the youngsters and keep them out of trouble. Since these games are so popular with children today, they include many people and are only getting to be more popular. The result of this is kids are getting excited to play with each other, and look forward to getting to play. They also result in crime rates going down, proving how helpful these games actually are. Games such as these also cause little damage to adolescents because all these games are about is having fun, and have little intention of causing harm to any players. This overall highlights how simulated violent role-playing games are all about helping children, and keep them out of
Thousands of teens in the United States play violent video games everyday, for hours on end. Teens and children playing violent games are now accepted as a part of life. They sit in front of a screen and watch blood and gore, with no emotions and without cringing. The games become increasingly more violent, as the age that children begin to play these games drops, from twelve to ten to eight. Now, we have six or seven-year-old children playing games rated M, for 17 and older. Teens should not be allowed to play violent role-playing games because it teaches them that violence is acceptable, that it is fun to be violent, as well as desensitizing them to violence.
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.
“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!
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
Did you know that according to Dr. Bret Conrad, the majority of gamers believe that video game violence has few, if any harmful effects on them personally? Well, many people today play games with simulated violence ranging from games like “Killer” to games like Grand Theft Auto. One example, “Killer”, takes place in multiple New York City high schools at the end of the year. It consists of two teams, each student is assigned a person to shoot and they have to shoot them before they are shot. The students have to use water pistols to shoot their person. Once they are killed, their game is over. While some agree that games with simulated violence are perilous for teens, games with simulated violence are beneficial for teens because they help kids with problem solving skills, keep them busy and helps them help others.
Some people think kids shouldn’t play violent role playing games because they think it gets kids to stalk other kids, but i think it’s good because it promotes teamwork, strategy, and espionage, all three of which will help the student in the future. At St. Ann's high school a game lasts two and a half weeks and has built up a seventeen-point rule book, a map of the safe zones around the school, a judge, and an entry fee, all for a harmless water pistol game. In the end this was all just about Killer, a last-man-standing game of water-pistol ambush, just because people considered it a violent role playing game even though it teaches the kids a lot and is just a water pistol game and if you still disagree with me go out out and try it for yourselves
Role-playing games are played by kids of all ages all of the time. But do these games start to cross the line when they become violent? Role-playing games with violence have many negative outcomes and they influence bad behavior.
Games with simulated violence are perilous for teens, because the teens participating are going through other people’s personal information, attacking people in public, and, more generally, are more violent when they are older.
Despite his recognition of Dr. Spock’s argument that games “sanction, and even promote aggression and violent responses to conflict” (482), Johnson shows no sign of addressing it as a counter argument. The ignorance of such argument might cause opponents question Johnson’s true argument especially that it has been researched for years that a correlation exists between violent gaming and real life violence. Furthermore, virtually shooting others on a daily basis desensitizes people to violence and makes them more aggressive. Therefore, video games can push some people over the edge, turning virtual gunshots into the deaths of real people. There are many cases that can be related to since they are very frequent on news headlines but also in my personal life. Personally, during my high school years, I remember watching seventh graders try to apply what they have learned in a WWE game to a real fight and the results were always unpleasing. Is this really the intended goal behind gaming? Obviously, it is true that these effects don’t show up through the all gamers but its effects can be extensive that they could affect them at some point. So should we take the risk of harming parts of society so that others benefit from its mental skills? Shouldn’t we be more careful about promoting this two-sided
Role playing games with simulated violence are diverting for kids. I believe they’re good teamwork building activities, there’s no legitimate physical harm to the people playing, they’re a breathtaking escape from everyday life, and they don’t teach any sensible violent skills to people playing.
Overall, violent role-playing games can be diverting instead of encouraging violent and aggressive behaviors. Some of the effects have been found to be beneficial. While they shouldn’t necessarily be encouraged, there is a place for them if they can be moderated. This can actually help students and kids become more creative and better problem solvers. It can also divert their violence as well making them better off than they were in the first
”(Carey, 2013, p.2) In fact, in the article “Violent Video Games May Stop Crime By Keeping Criminals Busy Playing Violent Video Games.” Evan Dashevsky says that as violent video games become more popular, violent crimes decrease. Dashevsky states: “The crime rate in the US has sharply decreased as video games have continually upped the viscera factor. ”(Dashevsky, 2013, p.1) Instead of committing crimes when they are bored or feel like acting out, teens now have a legal way to blow off some steam and get an adrenaline
Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who
Contrary to popular belief, violent video games may not play into violent crimes as much as you may think. Many people think that violent video games might be the main reason that violent crimes like mass shootings and murders happen. Another factor that they bring into the argument is that video games isolate the players from the rest of society and makes them become antisocial. Groups are trying to ban video games due to these reason. Being somebody who plays violent video games, especially first person shooters, I do not see this the same way as others do. I see these games as ways to pass my free time, have fun playing with friends, and to meet new people from all over. I believe that people blame these harmless games due to a lack of investigation into the offenders past where they don’t see prior problems and they want to just blame it on an inanimate object rather than the person at fault. This could also be because of a lack of investigation of the benefits that video games bring also. I’m writing this to bring awareness to the benefits of games rather than what people have heard from other sources of media.
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.