In society, video games have been criticized as an inducer for violent in children. The ongoing debate instigates research on the correlation between video games and violence. In Craig Anderson’s article, “Violent Video Games and Other Media Violence, Part II”, the author criticizes the opposing side and states that violence in media reflects violent behaviors in children. John Glynn’s article, “Guns and Games”, reasons on the benefits of video games and points out the true perpetrator for violent behaviors of youth in the United States to be the gun culture.; While Glynn’s article contains some form of pathos, there is a lack of pathos in Anderson’s. Both articles utilize logos and ethos. However, Glynn offers a more well-rounded argument to support that video games are beneficial and are not the true cause of aggression in children.
Anderson primarily argues that violent games cause aggression in children. According to Anderson, violent video games are unnecessarily popular. He supports his statement by referring research from the University of Rochester, and stating that “games that give the player a lot of autonomy. . . and feelings of competence. . . were rated much more positively. . . violent games are so
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While Glynn offers a well-rounded argument to support his views within “Guns and Games”. Anderson argues about the legitimacy of research in the media. In contrast, Glynn uses factual research to build his claims. Furthermore, his article provides useful information for the readers to have a general knowledge about the subject. Anderson referenced to research, but he did not describe them in details. Thus, Glynn’s article will be more valid to reference compare to Anderson’s. Although as a secondary source, Glynn’s essay is lacking to cite as the main source for research. The article provides enough background information from various sources that researchers can refer
The article, “The Truth About Video Games and Gun Violence” by Erik Kain discusses how video games and gun violence correlates. The author opens up with someone by the name of Aaron Alexis who resorted to gun violence while playing video games that contained violence. There is a violent video game that scares parents and behavioral experts. There has been a debate on whether people who play video games later have violent behavior. Throughout the years, video games continue to show images portraying violence.
The main argument of this article is that video games have a direct link to short term and long term aggression. The author presents this argument by providing studies from peer reviewed articles that all conclude that video games do cause an increase of aggression. The main point of this article is to answer the question, “Do violent video games lead to aggression.” The article is about the effects of violent video games leading to aggression. The author uses recent examples, like the Sandy Hook and Washington Navy Yard shooting. In both of these examples, the author cites that both shooters had a history with playing violent video games. The author uses a study which selected individuals to play violent video games for a certain period of time. The study would then compare the results to a group who played non-violent video games. The study concluded that violent video games cause a direct link in aggression due to humans reenacting the actions the characters within the video games perform.
Video Games have come a long way since their first introduction into the main stream. With video games becoming more sophisticated and using advanced technology, it seems as if video games are closing in on the gap between games and reality. However, as video games become ever so life-like it brings up the question of if the violence associated with video games is having a negative consequence. There have been many accusations over the years over the harm video games are causing children and teenagers. Experiments have been conducted trying to associate a link between video games and aggressive behavior. Even the media has been known to point fingers at video games for the cause of children
Kain, Erik. “The Truth About Video Games and Gun Violence.” Mother Jones, 11 June 2013, www.motherjones.com/politics/2013/06/video-games-violence-guns-explainer/.
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
“Academics have researched and documented flow-related experiences for decades, with many repeatedly linking it to a number of positive outcomes for adolescents, including academic improvements in high school, improved self-esteem, and decreased levels of anxiety” (Glynn).
In my most recent essay I wrote of the violence attributed to video games in light of various shootings and other tragedies that occurred in the past year or so. In this essay I argued that despite their violent content, video games are not completely to blame for acts of violence committed by children. Throughout this essay I tried to convince the reader by, first, establishing my own credibility with video games, then sharing my own experiences with violent games, and providing both empirical data and valuable insight from trusted sources.
Hundreds of studies have been done to determine whether violent video games will really make juveniles more violent. Randomized experiments were used in several studies to examine the short-term effect of violent video games (Anderson and Berkowitz et al. 90). In these studies, children were randomly assigned to play violent or nonviolent video games and then were observed when given an opportunity to be aggressive. The result was that children who played violent video games usually behaved aggressively.
A ponderous medium of media is video games in co-relation to violence. Video games encourage violent behavior in children as they are at a crucial stage of adaptation.
The issue of video game violence seems to be a hot topic right now after several shootings have occurred and made a connection to the shooters being video gamers. In looking at past research it is apparent that there seems to large amounts of research that contradict one work to another. Although I would have been interested in conducting a poll of the publics opinion regarding the use of violent video games and their connection to mass shootings I was not able to conduct the research. However, for this paper I chose to conduct a literature analysis to see what research has been conducted and to seek out gaps and themes in this research.
to commit crimes in their adult life, however, this is not limited to males only, as females were about four times more likely to experience this early in life (Finkelhor, 2012.)
Anderson to support his claim by showing that most blame of violent outbreaks in society are blamed on one single thing, like video games, but if you look at the studies there are some many different factors that affect the behavior of today’s society. The author then goes on to say “Most researchers in the field agree with Dr. Anderson evidence and findings,” which establishes an accepted respect of authority for his source. This gives the reader a feeling of comfort in knowing that these sources are scholarly and can be trusted. Another source used by the author explains a recent experiment by psychologists at Iowa State University have found that after a short usage of the fighting game “Mortal Kombat” that they indeed acted slightly more aggressive shortly following the experiment but ultimately couldn’t find any results in long term effects. Mr. Carey states “Many similar studies have found the same thing: A dose of violent gaming makes people act a little more rudely than they would otherwise, at least for a few minutes after playing, but little is found about what actually follows,” this gives more support to his claim by displaying that his claim is the generally accepted and agreed upon opinion of most scholars in this field of study. Throughout the article the author gives each of his source’s full detailed background to explain why they are creditable and trustworthy
“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
Video games have become a major player in the entertainment industry, while also becoming increasingly violent. In the article “Violent Video Games Encourage Violent Behavior,” the author wants to show that violent video games encourage violent behavior. Violent images don 't necessarily create violent children, but gamers learn that violence is an accepted means to solve problems, and they perfect shooting
On April 20, 1999, two senior students plotted a school shooting, sadly managing to kill 12 students and one teacher, along with several other major injuries. Knowing they would soon be caught, the two perpetrators committed suicide. This was the Columbine High School massacre. Although their motives were unclear, investigators concluded that the shooters conspired to “compete” against other mass shootings in the ‘90s, stating that they were homicidal psychopaths. The shooting was known as the deadliest school shooting ever recorded (History). This incident sparked issues over gun control, goth subcultures, use of pharmaceutical antidepressants, and violence in video games and television. The two students were said to play and watch countless hours of violent video games and television and that was known to be a major cause for this catastrophic event. Therefore, the issue over violent video games and television should be regulated or restricted to children and especially to teenagers.