Many people have theorized that violence in video games have contributed to violent outbreaks of behavior in real life. Violent video games have been a political issue since the early 1980s; however, people forget to look at how people of all ages spend their free time playing these games for entertainment. 97% of 12-17 year olds in the US played video games in 2008, thus fueling an $11.7 billion domestic video game industry. In 2008, 10 of the top 20 best-selling video games in the US contained violence. Video games are a source for entertainment, not a possible source of corruption to our society. “According to an Oct. 28 USA Today article, up to 50 percent of children and teens have some type of gaming console in their bedrooms” (Pittman). I do agree that kids do spend too much time being entertained playing video games and too little time riding a bike or playing sports with friends in the street being active. However, violent video games are not turning kids into violent psychopaths. If they were, statistics would show a dramatic increase in youth violence in recent years based on the amount of time modern kids spend playing such games. However, violence in video games doesn’t directly correlate with violence in young youth because of the decrease in crime rate, mental stability and the quality of home life, and it’s stress reliever.
Therefore, there are no widely notable studies in today’s society that show a direct link between violence in games and that kind of
Small communities may be miles apart but their living conditions are similar and so are their environments. There are two main similarities between Red Mesa and Chinle; environment and the Native American dominate race. In the two communities some contrasts are; Chinle has more stores as opposed to Red Mesa, Red Mesa has only one store. As for Chinle, Chinle has a bank, on the other hand Red Mesa does not have a bank.
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.
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
Macbeth,written by William Shakespeare, is a tragedy about a character Macbeth wants power over all of Scotland, but fails in the end. The play properly shows Aristotle’s criteria of a tragedy throughout the whole play. Likewise, Macbeth displays a supernatural power at the beginning of the play. The witches said “All hail, Macbeth! Hail to thee, Thane of Cawdor!”
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)
Video games have come a long way since the days of Pong. Advances in technology have allowed games to present state of the art graphics and surreal like qualities to its consumers; from four star simulated battle scenes to enhanced real live fire shoot outs. With all these innovations added to violent video games it attracted the visual needs of our teenage youth. Although video game violence has been blamed for high profile school shootings, video games and its creators should not be held accountable for these tragedies because there is not enough credible evidence to absolutely link video games to outburst of violence amongst juveniles.
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!
There is a large amount of research by many respected academics that show the correlation between video game violence and real life violence (Bartholow, B.D., Sestir, M.A., Davis, E.B., 2005). However, that does not mean video game violence is the cause of real life violence. As other studies by equally respected academics show, people that are already predisposed to violence tend to gravitate towards playing video games (Delamere, F.M., 2005). There is no proven causal conclusion to be drawn from all the research done on this subject; although, the writer tries to draw his own conclusion: "I believe that [violent video games, music and movies] do the total opposite and allow us to vent some of the built up anger we have that leads to violence." If only he provided some kind of concrete evidence to prove his point, it would sound much more credible.
Nurses face ethical dilemmas on a daily basis. As nurses, we must be knowledgeable about the tools we have to help guide our decisions when solving an ethical dilemma. The tools we have are our ethical principles, ethical framework, and the ANA Code of Ethics for nurses. This paper will describe a scenario where nurses were faced with an ethical dilemma regarding a baby. The ethical frameworks and ANA Code of Ethics will be discussed in helping guide a solution to this scenario. Finally, an analysis will be done about this scenario and a decision will be made. As nurses we must use these tools because they will allow us to make better decisions more comfortably.
Do Violent Video Games (VVGs) impact youth violence? It impact youth in many ways. They increase hostility. Hostility is the use of bad language and breaking stuff. Most studies show that school shooter played VVGs. Video Games can calls hostility do to the exposure to violence.
A child is killing police officers. A teenager is hiring prostitutes to potentially kill them. He is using weapons such as guns, chainsaws, and knives to kill and commit horrible crimes. Thousands of children and teens participate in these actions daily. How? Violent Video games such as Doom, Call of Duty, and Grand Theft Auto are just a few of the games that are full of these awful actions. The Harvard Mental Health Letter states, “The Pew Research Center reported in 2008 that 97% of youths ages 12 to 17 played some type of video game, and that two-thirds of them played action and adventure games that tend to contain violent content” (Violent...Young People 1). Another investigation showed that over half of the games the ESRB rates contain violence, and over 90% of those games are evaluated acceptable for people over the age of 10 (Violent...Young People 1). These violent video games contribute to aggressive behavior, bullying, and recently spotlighted school shootings. Many believe these games should be banned for children and teens. Critics say that these games give adolescents a way to vent out their anger and frustrations in a safe environment and that there is research to prove violent video games have no effect on normal children. Because they are harmful, video games that promote violence should be banned in regards to children and youth.
“Recent contents analyses of video games show that many as 89% of games contain some violent contents” (Gentile, Lynch, Linder, Walsh 3). More than half of video games being sold around the world contain some form of violence. All of the violence involved in the video games being played by children is a pattern leading to aggression. Aggression can be caused by many things; however, violent video games are the main cause of aggression in young adults. “If a child began playing violent video games at a young age, then he might think that violence in real life is the same as the game violence and that it doesn’t have a real impact on others” (Gilad, Alto 1). Thinking that violence in the virtual world is the same as in the real world is the first step to showing aggression. Aggression in children caused by video games is the biggest effect parents and researchers worry about. Violent video games teach children that shooting and killing people are
These worried adults have found that children who play these violent games have shown signs of increased aggression, but not necessarily an increase in crime. In a recent APA study violent video games were proven to be a risk factor for violence which could lead to crime. As a result, video game players have jumped to defend these violent games.("Violent Video Games Create Aggression,
As we all know, video games have been blowing up since the first Super Mario Bros games by Shigeru Miyamoto in the mid 1980’s. But that is not the first game ever to release; it was actually a very simple tennis game during the time of 1964. Although back in the 60’s there wasn’t video games that included violence now that is the only “Cool” games to play during this era. I would like to know why children and teenagers only want to play violent video games that involve murder, profanity, and plenty of disrespect towards other characters. Therefore, my question is, do video games influence children and teenagers to use violence in their lives?