When a child wants to play a video game, it is up to the parents to decide if the game is too violent or okay for their child to play. Many studies have researched into this topic and provided many examples of side effects, like being more aggressive and antisocial, or enhanced motor skills and reflexes. In recent years, those who oppose violent video games have influenced many parents and government officials to try and censor or ban violence in video games. Because violent video games do not cause any harmful effects in children, they should be considered safe for all. The debate on violent video games revolves around two main groups, people who think they are harmful and people who think they are fine to be played.
CD #1: According to Claire Suddath, a reporter at Time magazine, “The first major campaign (against violent video games) came in 1976, over Death Race, and 8-bit arcade game in which a vaguely car-shaped blob runs over stick figures, turning them into tombstones. In 1993 two games--Mortal Kombat and the lesser known Night Trap--caused such a stir that a Senate hearing by Senator Joe Lieberman proposed federal video-game regulations.”
This goes over how the debate over violent video games has been going on for decades and what reprocussions it has had.
CD #2: As Charles Herold, a video game critic, puts it, “In the minds of some, video game violence has superseded television violence and satanic rock lyrics as the No.1 threat to today’s children. It is video
Video games and their impacts have been hotly debated for a number of years, particularly violent video games. Games such as Grand Theft Auto appear to promote everything from carjacking to randomly murdering an innocent bystander just because you can, sparking debate that seems to renew itself every time a new game is released in the series. The most general form of this argument simply asks if video games are good or bad for their players. On one side, there is the belief that video games, and particularly those that are violent, are bad, especially for children. On the other, it is believed that video games are relatively harmless in the long run, and potentially even beneficial. The importance
Not all video games are the same, but that’s doesn’t matter because the violent one only receives attention from the media. For example, CNN covered a story on an 18-year-old gunman in Germany, they proceeded to accuse violent video games because the kid was a fan of first person shooter games. They then proceeded to talk about why they are bad and how there is a significant link between violence and video games. “Overall, the academy's summary of the results from more than 400 studies revealed a "significant" link between being exposed to violent media (in general) and aggressive behavior, aggressive thoughts and angry feelings” (Scutti par.6). They then proceeded to failing to defend why video games are bad by saying “He discovered that playing video games, no matter how
Kids should not be allowed to play violent games because it teaches them that there are no consequences for violence and relationships can be damaged. Although some games can be educational, there are still violent games out there that can endanger society. Video games get more and more violent each year. These games portray violence as fun and can put others in danger. Friendships can be permanently damaged and trust can be lost. These games may be a fun tradition, but is the message that kids are receiving
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.
Before we talk about the argument, let’s dive into the history behind violent video games. On the website ncac.org in their article “A Timeline of Video Game Controversies”, they have placed a timeline of the video game era. According to this website the first video game was produced in 1971, and expanded from there. Later on in 1976, the first violent video game (Death Race) was produced and later taken off shelves because citizens didn’t like what happened when people died in the game (“A Timeline of Video Game Controversies”). Later on in 1993 Mortal Kombat was created. This was the first game that the gaming world had seen that was a replica of lifelike violence. The game was highly
It has also been revealed in studies that exposure to violence in video games can produce violent behavior, and possibly even lead to violence at school or home. The resolution of this problem is not easy, but one short-term explanation is for government guidelines for game sales. If the government makes retailers keep track of which games are being sold to young kids, then children would not be able to buy violent games. Because video games have a rating system, it would only be needed for retailers to guarantee that minors and young children are unable to buy games with a rating greater than their age limit. I do think that as parents we need to focus on what we let our kids see and the activities they participate in. The debate about whether video games have a negative or positive actions depends on one’s philosophical perspectives. Parents need to reexamine their method on how their kids should interact and engage with video games. This good vs. bad approach might be comfortable, but it also seems to be out of touch with the kinds of thinking that we consider through to be in the highest attention of our kids. Is this exactly how we show our kids to ponder about things? I do not think so! We insist that they learn to be at ease with some level of
Video game violence has been a wildly debated topic since the beginnings of the industry. The topic evolved from the debate on media violence or violence in print media. However, the video game debate brings a new angle. Video games, because of their immersive nature, are said to have more impact on children. The proponents and opponents of video game censorship do not really fall into traditional political boundaries. The proponents of censorship tend to be some parents and doctors. Those opposed to censorship tend to be those who play the video games themselves. There is a center faction, however. The center faction consists of those doctors and psychologists who evaluate media violence on a
Video games are loved by many people. People even make money by playing video games and posting them on YouTube. But many people argue that violent video games cause real life violence in children. Many video games have actually been banned in countries. One example of this is Watchdogs in the United Arab Emirates. Violent video games do not promote violence in kids under 17 because it has not been proven to increase aggression, there are recommendations for age groups on the package because of this, and countries that have a high percentage of video games use, have low gun violence.
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).
People are entitled to their own opinions. And that’s a fact. Some think violent video games are poisoning the youth of our modern day. Although others severely disagree with this point. Two men, J. Ramirez and the other man anonymous, have stated their opinions in written articles. My adult education teacher, Mr. Michael Bittner is having us compare these articles to determine whose argument is supported by the words following their point.
Source B claims that video games encourage or tolerate violent behavior in the game, probably leading to negative, violent side effects in both children and adults in real life. Source C provides evidence for the opposite, stating that laparoscopic surgeons actually made fewer errors in surgery after playing video games regularly. Source D debunks common video game myths with little-known facts that illuminate some of the negative side effects of violent video games. By comparing the video game producers and consumers with Doctor Frankenstein and Frankenstein’s monster, Source E uses a picture instead of words to illustrate the reality of the video game industry. Source F explores the moral side of the issue, using Grand Theft Auto as an example of how players decide for themselves if they will behave morally or
Kushner, David. "Violent Video Games Do Not Cause Aggression." Video Games, edited by Laurie Willis, Greenhaven Press, 2010. Opposing Viewpoints. Opposing Viewpoints In Context, http://link.galegroup.com.catalog.stisd.net:2048/apps/doc/EJ3010669221/OVIC?u=j031916004&sid=OVIC&xid=fed30b6e. Accessed 11 May 2018. Originally published as "Off Target," Electronic Gaming Monthly, Aug. 2007, pp. 12-16
The arrival of violent video games and the media covering recent mass killings, an emotional debate has developed about the impact of video games on aggressive, violent, and criminal behavior. Findings from certain research are contradictory: some studies show an increase in aggressiveness, while others suggest a decrease in criminality. The increase in the diversity of game platforms makes playing violent video games easier to play, which is a source of concern. Video games are not solidly anchored in the popular culture, while in the past an eccentric pastime no longer exists (Fournis 1). In 1971, the First Amendment was adopted to primarily protect speech critical to the government; in contrast to the English seditious libel laws, which allowed punishment for true speech derogatory. The Supreme Court decided that violent video games cause aggression in children solely based on the First Amendment instead of scientific evidence (Bushman 306). Both sides of violent video games have valid points, but they are missing the one key and most important point, which is the psychology within the household.
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.
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.