In this day and age it seems as if America's youth is becoming more violent. Concern for those aspects in our society which influence violent acts has become an issue since the tragedy at Columbine High School on April 20, 1999. Many feel one aspect of today's society affecting our nation's youth in a negative manner is video games. Is this form of entertainment really a factor in teen violence? I think not. Video games are not to blame for increased teen violence.
According to the article, "Video Games and Children," by Bernard Cesarone, ever since the 1970?s, parents have been placing their children in front of televisions and allowed them to waste away the hours playing video games (31). As technology and a national surge
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It is not in human nature to kill one another and for this reason soldiers must be trained to shoot on instinct (173). In fact, only one-fifth of all American soldiers in WWII ever fired their rifle (Quittner 52). For that reason, simulators similar to video games such as Doom and Quake have been used to train soldiers how to kill without thinking. This may be true, but the simulators used show real soldiers in enemy uniforms, and users are told to take a single head shot at all enemies in the room. Games like Quake and Doom however similar require numerous shots to kill an enemy and do not distinguish between where the enemy is shot i.e. a shot to the foot equals a shot to the head (Quittner 173-4).
Another concern for games like Quake and Doom is their setup. These games are first person. The player sees through the eyes of the electronic ?eyes? of their character, seeing only their own weapon and whatever is in front of them. The game boards are also set up to resemble hospitals, and often areas that are quite similar to school hallways.
One must account for the fact that many of the weapons used are those of the sort that do not exist or are only seen in movies. Laser guns and triple barreled grenade launchers are not lifelike and are even less lifelike when used against four armed monsters.
Ken Schroeder?s 1997 article, ?Halving Fun? showed that when confronted with questions
Many theories are speculated of what drove people to create such massacres and harm to innocent victims. One of the most popular is that violent video games have an influence on these attacks. However, Matt Peckham, in “Researcher Says Linking Video Games to Gun Violence is a ‘Classic Illusory Correlation’” explains there isn’t much evidence to prove that theory and researches haven’t found a reasonable link between the two. Actually, on the contrary video games seem to benefit a person mind rather than harm them according to Mary Flanagan, in her article “Don’t Demonize Video Games for Violence.” Video games don’t influence a person’s mind because there is a psychological explanation to these occurrences therefore violent video games has no contribution to violence incidents across the nation.
Throughout history man kind has always searched for ways to entertain himself, each time developing new activities and games. Video games have become a very popular way to spend time and have fun from the 1970’s up to now. With new developments appeared different video game genres from adventure to racing, but the violent video games appear to be the most popular ones (Shin, 2003), for example: shooters, fighting and video games where you have to eliminate, destroy, or kill your enemies.
“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 have become a major occupation of majority of the youth these days. They spend hours on end concentrating on video games, some of which are apparently very violent, yet this is actually the whole idea. Coming from the horse's mouth is an argument in support of video games coined from a video programmer's point of view, stating that violent video games allow people to do what they can not do in reality- virtual reality. ( http://www.theroc.org/roc-mag/textarch/roc-15/roc15-08.htm ) For instance, someone said to be having a bad day could use a violent video game to release stress by shooting down a couple hundred bad men than actually taking an AK-47 and spilling down a few brains down the
As video games and graphics have progressed, so have the style, the images, and gameplay of these games. First person shooting games has become a growing cause for concern, because of the explicit and violent nature of which these games possess. Combine that with the detailed graphics and the gorging ethics of gameplay, while looking at the rise of violent behavior within teenagers in society, and you can see what this has become a growing concern among parents and teachers alike. Violent behavior has become a subject of growing concern among the youth, and experts point to the deliberate and overuse of the game console. Despite the fact that it has been nearly impossible to attribute
Since violent video games, like Mortal Kombat, were created, adolescents who play these games become more aggressive than before. To me, playing violent video games is unsafe for these people since they have the negative influence on these people. I believe that researching on that topic would help us get the sense of what problems to avoid. I wish to know what are the possible effects of violent video games on adolescents’ aggression. The independent variable is violent video games, and the dependent variable is adolescents’ aggression. My hypothesis is that adolescents who play violent video games become very aggressive than those who don’t. For this essay, I would like to present the findings from each article that will answer
then video games could be responsible for much of the bad news we hear on television.
Video game violence does not cause youth violence and in fact may help to curb this violence. Violent video games have never been proven to cause youth violence. One of the most looked at franchises in video game history is Grand Theft Auto (GTA). However, since GTA hit the scene in a big way in 2001, youth violent crime has actually decreased! (Snyder, Sickmund, 2006)
Video games have become a staple in the entertainment industry. Families coming from various backgrounds across the world own a video game system. Shooting games such as call of duty have become particularly popular amongst young teenagers. These types of games have led to a very popular debate. The question being do violent video games make children violent? Prosecutor Steven F. Gruel believes that they do cause children to become violent while defense attorney Patricia A. Millett argues that there is not enough evidence to prove this to be true.
Teen violence is a term used to define collective behaviors by teenagers that are not acceptable by the society. These behaviors range from slapping, bullying, hitting, assault and even armed robbery. Teen violence has been affecting many societies and has destructive history to communities. Although many factors have been pointed out to cause teen violence, studies show that modeling behaviors are the most common causes of teen violence in the society. These include behaviors as seen in the movies, on the streets, on the video games and at home. Social engineering factors and psychology behind teen violence are some of the main challenges contributing to teen violence. Video games, in particular, have caused the prevalence
In this age of technology, it's very safe to say that a large majority of the world's population has played at least one video game. This can vary from playing games on console, like Xbox-One, Playstation 4, and for the older generation, the NES to playing mobile games like Tetris. There are many consoles that span from the creation of video games. This has opened opportunities to make several kind of games. These can vary from side-scrollers like Super Mario Bros. on the NES, to Role-playing games (RPG) like Final Fantasy IX on the Playstation 1. While this has caused some great games to surface, it has also allowed intense violence to be let into games. Parents and anti-gaming communities state that this is why kids can become violent. This is false, because violent games can be avoided to prevent this issue, and the Entertainment Software Rating Board (ESRB) has even made various precautions to make sure parents know what they're purchasing. Comprehensible symbols, detailed lists, and age restrictions prevents children from "becoming violent".
With the popularity and production of video games constantly rising since the mid 90s, you would also imagine that the violent and illegal acts in teens would have also risen, but that is not the case. In fact, violent acts in youth have steadily decreased during the past 20 years, and are projected to continue to fall. While there could be many reasons for this drop in violence, the most likely one is that the inclusion of violence in video games actually provides an outlet for frustrated and angry teens to safely discharge their anger in the digital world, and not upon anyone in the real world. Video games offer an area in which your mind can explore and wander with no fear of consequences, so in
Does exposure to violence in video games, on TV, and in social media have an effect on those exposed to it? Are those who are underage more susceptible to any detrimental side effects from viewing these things? This has long been a topic of discussion among lawmakers, psychologists, and the scientific field as a whole. It concerns parents and community members, especially in the wake of a seeming rise in violence at school from bullying, fighting, or in the extreme cases of school shootings. Were any of these types of incidents encouraged by exposure to violence in 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.
“Life is a video game. No matter how good you get, you are always zapped in the end” (“Video Game Quotes” 1). Over time researchers, psychiatrists, and parents have often wondered how damaging violent video games can be to the youth in society. This is an important matter to people with children in their personal lives or work environment. These games have become a large risk factor for aggressive behavior in children. Researchers have been saying that video games do affect adults as well; however, they have even more effect on younger brains in early development. Video games have negative effects on childrens’ behavior. Some effects that video games have are reduced academic performance, aggression, obesity, and emotional disorder.