Violent video games cause dangerous and, aggressive thoughts to appear, and may make people act out in violent ways causing them to become harmful to their surroundings. In addition to making the player aggressive, violent video games are also linked to criminal activity. According to the article, "Do Games like 'Grand Theft Auto V' Cause Real-World Violence?", “The Aurora shooter, James Holmes, the Sandy Hook shooter, Adam Lanza, they’re all described as essentially being addicted to video games” (Kain 1). Becoming addicted to video games, like these people, can reflect in actions, making gamers dangerous. On top of causing aggression playing violent video games, “Increases the likelihood that a person will commit a violent crime, like murder or assault” (Carey 1). Playing violent video games is harmful to the player and, their surroundings because they can have sudden outbursts causing harm to others. Video games, especially addictive, and violent games, are linked to criminal activity and, make people addicted, and harmful.Some people think that if they distract children with enjoyable video games it will cause them to be too distracted to do anything else, like violent behavior.
Title: Does playing violent video games affect the structure and functioning of the adolescent brain? Aim: To configure if playing violent video games affects the structure and functioning of the adolescent brain. Introduction Studies have shown that repeated exposure to violent video games over time does affect the structure and functioning of
Over the past few centuries,video games have become a great leisure and hobby among kids of all ages and cultures. With the advancement of technology, video games have advanced highly in its realism and genres. This high type of advancement brought the video game industry to a multi-billion dollar industry. However, with realism, comes negative effects as well. Ever since the creation of violent or “mature” video games, there has been a constant debate on whether it will increase violence in the player. Although, not all video games are violent, and just increase skills in a player such as hand-eye coordination. Nevertheless, there is research going on for the link between violent video games and youth violence. The question is which event happens first in the sequence, do violent video games aggravate a person’s violent behavior, or does a person get rid of their anger through playing violent video games? Either way, violent video games are not beneficial to our society.
The article by J. Ramirez, Clinton Village News, states that Violent Video Games Harm Our Kids ensuring the reason of violence in young people who have played countless hours of violent video games.
Are Violent Video Games Harmful to Children and Adolescents? In 2011, the U.S. Supreme Court ruled in the case of Brown v. Entertainment Merchants Association that a 2005 law restricting the sale of violent video games to those under the age of 18 was unconstitutional. The court ruled that the law was not backed by scientific evidence and therefore goes against the first amendment, which requires proof of harm in order to violate. The case came about after a group of politicians expressed concern about the effects violent video games had upon children. Prosecutor Stefen F. Gruel fought in favor of the ban, citing studies and research which displayed a correlation between violent video games and violence in children. Whereas defense attorney Patricia A. Millett argued that the research was not thorough enough and that there is substantial evidence that negates the research Gruel’s used to argue his case. With the ever-increasing video game industry, it is important to fully understand the impacts such technology is having on children positive and negative. I believe that the evidence does not support a correlation between violence in video games and violence in children, though it does support the causation of other possible negative effects. I also do not think the government establishing a ban on violent video games for minors would greatly reduce the number of children playing them due to the culture of violence in the United States.
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.
It may seem odd that one would think that a video game could possibly have a negative effect on children. Especially when you discover all of the logical fallacies in their argument. Although some people have some decent points, most studies done on this subject have no direct correlation with the violence in children that happen to play violent video games. A study done in 2008, deemed with the title “Grand Theft Childhood” reported that 60% of middle school boys who played at least one M-rated game had previously hit or beat up another
Such results are consistent with surveys on adolescents who play video games in the United States. In one representative sample of American adolescents, aged 10 to 19, kids who played video games spent 30% less time reading and 34% less time doing homework (Cummings and Vandewater 2007).In a study we are still conducting, 13 late-adolescent male gamers played a game while undergoing fMRI scans. The game (Unreal Tournament) can be set either to include or not to include violent actions. The most interesting preliminary findings appear in the contrast between gamers who habitually play violent, first-person shooter games and those who play less violent games. The latter show increases in rACC activity (suggesting emotional responses) during violent episodes, as expected. We interpret this to mean that while people who are not used to seeing violent images show a strong emotional reaction when confronted with them, those who regularly play violent games do not simply lack an
“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!
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
The journal article entitled “Kill pixels not people: exploding the fake scientific consensus on violent video games” by Ronald Bailey covers the effects of violent video games. The article defends the idea that violent video games do have a negative effect of making the player more violent or aggressive in real world experiences. The main supporting ideas mentioned throughout the article include; crime rate statistics, experiments, and knowledge of video game violence (Bailey).
Abstract The possible harmful side effects of violent video games has been long debated for many years, especially in light of recent tragedies such as the Columbine shootings which was initially thought to have been caused by excessive violent video game play. Over the years, many professional health associations have joined in agreement of these harmful effects (Anderson, Ihori, Bushman, Rothstein, Shibuya, Swing, Sakamoto & Saleem, 2010). Past research has revealed evidence that violent video games and media violence increases the likelihood of aggressive and violent behavior in both short and long term contexts (Anderson & Dill, 2000). However, because video game violence is a newer phenomenon with this technology emerging in the late 80’s and early 90”s, research is still very limited (Anderson et al., 2010). Nevertheless, Anderson and Dill (2000) produced two quantitative research studies in their published article, “Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life” using the General Affective Aggressive Model formulation, which revealed a correlation between video game violence and increased aggressive behaviors in both long and short term frameworks.
A video game is “an electronic game in which players control images on a television or computer screen” (Merriam-Webster). Video games have been entertaining and challenging gamers since the Game Boy to modern console games. Despite the simplicity of the definition of video games, a video game, especially ones containing violence can have a large effect on the gamer. Because of the realism and advancements in the video game industry, video games can influence the player, and can make the gamer more aggressive, even if the game is not a violent video game. Even though video games have grown in popularity over the past decade, some have not been too popular with parents, for the reason that they are too violent. Violent video games affect
Risky behavior by children and young adults can include violence against others or lack of remorse for consequences. The type of faulty thinking creates stressors in children which can lead to the onset of many symptoms. Children who partake in video game violence are more likely to have increased feelings of hostility, decreased emotional response to the portrayal of violence, and injury that lead to violent behavior through imitation. A new study employing state-of-the-art brain-scanning technology says that violent video games can cause an individual to become violent. Researchers at the Indiana University School of Medicine say that brain scans of kids who played a violent video game showed an increase in emotional arousal and a corresponding decrease of activity in brain areas involved in self-control, inhibition, and attention. In short, when playing a violent game, an individual’s brain processes the game playing as “fictional”, but later can project some of the unknown effects as violence or aggression.
“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.