In the more recent times 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. We should blame the parents for teen violence, not video games.
John Holts article, “Kinds of Discipline” states that the youth watch very carefully what people around them are doing and want to do the same. The example of these grownups is contagious (490). Now days the media makes it seem like it’s
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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 concerning the appeal of these games many will say that they enjoy doing things that they “could never do in real life.” In fact, a ten-year-old girl was quoted to say, “a video game with someone smashing a guy’s head in is not going to make the kid go out and smash their friend’s head in (73).” So whether or not they are desensitized to the violence does not necessarily make them more prone to it.
In the article, “Video Violence: Where does the Buck Stop,” Deborah Enders explained that video games are also rated for violence. These ratings do not prevent a kid from buying a violent video game though (27-28). This however could also be the parents’ fault. For most kids it is difficult to come up with the money to buy titles for fifty plus dollars. If parents are giving their kids the money to buy these
Video games have become very influential on children and adults (Stafford, 1999). With violent video games humans are more prone to act aggressively, to have aggressive thoughts and become numb towards violence (Harding, 2009). Apart from these they are
“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!
Tragedies like Newton has caused many well known people or celebrities to give in their input to why violence learned by video games should be stopped or better regulated. People like Donald Trump, Ralph Nader, and Wayne LaPierre claim that video games and violence are linked and can be seen throughout society. The government has proposed alternatives to diminishing consumption so that violence might decrease in our society, but with this they also want to understand the influence violent video games have on today’s youth.
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
In their research of violent videogames and the effect on children, they have found that “the simplistic belief that exposure to media violence will lead directly to individual violence is clearly wrong.” (Kutner, Olsen, 2008) I am going to ask you to look deeper than this. I assert that although violent video games are thought to encourage real world violence, they actually help to prevent it.
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
According to the article “Shooting in the Dark” author, Benedict Carey, states that studies today on violent video games show no concrete evidence on actually long term negative effects on gamers. Mr. Carey is not a researcher or scientist but is a veteran writer of neuroscience, neurology, and psychology. Throughout this article he gives factual evidence and quotes from scholarly sources such as doctors and researchers in the fields of behavior and psychology. The author gives ample explanation on evidence used from his sources to give the optimal understanding to the reader of the results and/or findings given by the sources. The article connects to the modern age of gamers with examples from big name video
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?
The evolution of video games has taken a drastic change since the 1970’s when video games were first introduced. Since then every decade video games have become more violent in nature with strong language and realistic to suit society today. Craig Anderson states that with more violence in video games they would sell better than games with less violence (Anderson, Gentile, and Beckley pg.5). Violent video games really became popular when the first person shooter games were invented so that we could see through the eyes of the player, as if we were really experiencing it. Society wanted better graphics and games as time went on new technology was invented and society matured in electronics. This meant that for game creators would have to come up with something better selling than the last. Creators would make the games more violent and more realistic each time so that way they can keep the interest of their consumers. Each game would increase in blood or gore slowly, but what really got consumers to buy their games would be the update of graphics in the consoles or games. This is due to the drastic changing of technology and the maturing of consumers wanting better and newer violent video games. Violent video games can cause children to behave violently if not correctly supervised.
Playing video games does not cause violent behavior. Don’t get me wrong, some video games show horrific acts of violence. “A recent survey found that 92 percent of U.S. kids--ages 2 to 17--play video games, and their parents bought 225 million of them last year to the tune of $6.4 billion.” (Sider 79).What’s here to argue is that violent video games do not cause violence among children, but the blame for violence should be on the individual and people who should have taught the individual better. If kids are not able to see the difference between reality and fantasy, then they really can’t be blamed for committing acts they see in a game and then imitating, not fully understanding the consequences of doing it in the real world.
Excessive video game playing has been a problem with today’s youth they have had more influences over the youth than ever before. That brings to my attention a question, how do video games affect the youth of our society? Excessive video game playing, especially violent video games, can lead to youth violence, a decrease in academic success and many other negative things. I realize that some parents believe that they can be good for children, I agree but I also disagree in some cases. Some parents allow their children to play video games to keep a social life and to learn how to use strategies. This is true in some cases but not in all cases. For instance, other children that play video games alone and are in their rooms constantly can
“Head shot! That guy was destroyed!” These are just some examples of the dialogue spoken between children who play video games like “Call of Duty” or “Halo.” Children brag about the number of people they have killed in these games. Playing violent video games may cause children to act violently. First, violent video games train players to act aggressively by repeatedly killing an enemy over and over. Second, children mimic what they see, whether it’s in real life or on a video screen. Third, being exposed to the violent behaviors of the game, dead bodies, and blood, make the players insensitive to violence. Because the violence from video games affects the behavior of children, violent video games should not be available for purchase by anyone under age eighteen.
Aimee Tompkins (2003) claims that children are being affected by everything what they see around them in the youth, and people, who see violence in the youth, always tend to be more hostile and less responsive to images of violence. That 's why parents try to border children from any possible negative influences. But they often do not even realize that by buying to child a game console, they put them into the risk. Since most video games contain violent character. According to statistics given by the ‘Children now’ organization (2001), 89% of the top-selling video games have violent character and serious violence is contained in half of them.
“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
Most parents, when buying games for their children, either do not know what games they are buying or if they do know they do not know the content that is on that game. The games that children want are mostly violent games because those types of games seem to be the ones that are the most appealing to them.