Violent video games are blamed for causing violence, aggressive behaviors, crimes, bullying, fighting, and school shootings. The media portrays video games as a tool that influence children and teenagers to commit violent acts. During the Brown v. Entertainment Merchants Association case, the United States Supreme Court ruled the rejection of banning video games in California because studies have not proven the violence caused by video games. Statistics have shown the decrease in juvenile crime rates and increase in violent video game sales. Studies conducted by medical professionals have also proven that video games do not cause violence but rather increase moral sensitivity, prosocial behavior, and moral compass for children and teenagers. Video games do not cause violence because there is no evidence that suggests that video games cause violent behavior in children and teenagers. Studies that claim a connection between video game violence and real-life violence are flawed research. These studies do not consider factors such as mental health, substance abuse, gang violence, or family medical history to prove their claims against video games. In video game experiments, children and teenagers are given minimal time like an hour to test their games, but the experiment does not completely represent how people play their games in real life. Researchers use artificial ways to conduct their research on the violent effects of playing video games, and the results fail to provide a
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 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!
The first body of evidence that supports the claim that video games do not cause violence in reality is that “almost all boys and most girls play video and computer games, including games with violent content” (Olsen, Kutner, and Warner 56). This would suggest that if all children play violent video games and video games did in fact cause children to act violently, then all children would be violent. As absurd as this suggestion is, when the claim came
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.
It is scientifically proven that kids that play video games have an increase in violent behavior compared to kids that do not. 91 percent of children ages three
While violent video games have increased as a form of entertainment, an issue has begun to form on whether violent video games have a negative impact on children and adolescents. Steven F. Gruel (2010) formed an argument about the negative impacts of violent video games on children. The purpose of this paper is to critique Gruel’s argument by finding flaws and strengths using the methods of claims without data, overgeneralization, failing to cite sources, and considering alternative explanations.
Technology is an important aspect of change in our world. As time goes on, we are introduced to more and more technology every year, which includes media such as video games. The increase of technology has also increased and improved the world including ways of communicating and distribution of information. More often used outlets of media are those used for entertainment purposes, like television, internet and video games. The ones who are most likely to engage in these media outlets are millennials and the most recent generation Z, because they have been introduced to these outlets from a young age. In fact, a study found that children spend around 9 hours a week playing video games (Polman, de Castro, & van Aken, 2008). It is evident that video games are progressively becoming more violent in nature, and with children spending as much time as they do playing video games, there are questions that must be asked, is the violent nature of video games effecting today’s youth? And if so in what ways?
Another issue with a lot of studies is the unreliability of some statistics. Studies finding a link between violence and video game playing have been known to be flawed or biased. Findings can also be misinterpreted or bent. This is precisely why the Brown v. Entertainment Merchants Association did not really consider the studies. The psychological evidence provided was unpersuasive: “though psychological research is often used in the courtroom in issues relating to child safety, the lack of consistent findings connecting video games to violent behaviour in children helped sway the court against regulation” (Vitelli). The majority opinion stated that studies supporting violence in video games causing aggression have been rejected because they
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
It is agreeable that there are some correlation between teenagers playing video games and how it affects the youth mentally. Heavy consumption of violence video games does indeed stimulate a change reaction in the brain waves, but there is no hard evidence stating that those changes causes teenagers to act aggressively and violently. On the contrary, it is a popular beliefs that violence video games does indeed causes teenagers to displayed unpleasant behaviors and actions because that is what they learned and observed from the games. Therefore, parents should limit and regulate the amount of time their teenagers are playing violence video games so that they can protect their children from negative behaviors.
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.
I think that video games are causing youth violence among underaged children. One claim to support this is, “video games are uniquely problematic in that the viewer isn’t simply sitting back and watching the violence.”As said by Timothy Winter. If you were to compare a child who had no violence video game experience vs a child who did have violence game experience, you could clearly see the difference (when they would be playing a video game that includes violence). The Parents Television Council even showed us the rate that an underage child was able to purchase an adult video game. The results were 36% of the time. I agree with this because, when purchasing an adult rated video game, the salesman just gives you the slightest reminder
One of my fondest memories as a child was Christmas Day, 1986. I woke up early, as is typical for a child on Christmas morning. I ran to my parent’s room and rustled them out of bed so I could tear into the presents. I immediately ran to a large rectangular present and grabbed it from under the tree. I was hoping with all my might it would be what I had asked Santa to bring me, a Nintendo Entertainment System. As I ripped the paper from the box, I started screaming with excitement. Hidden under the wrapping paper was the NES that I had been gleaming at in the sales catalogs for months. I continued opening presents, getting several games to play on the new system. I received Mike Tyson’s Punch-Out, Contra, and Adventure Island. This was the beginning of my love of video games. Gaming has been a part of my life for the last 30 years. Although I have spent many decades playing these games, I have never had violent outbursts or thoughts of random killing sprees. The link between violent acts and violent games is coincidental at most.
A major opposition to violence video games leading to aggression is that the research that was done is not a valid research. Henry Jenkins said “...most of those studies are inconclusive and many have been criticized on methodological grounds” (2). The studies are not inconclusive because in the studies that the researchers do they