The concern over how much of a child’s actions, if any, are influenced by the violence contained in the video games they choose to play, has been become a topic of debate in recent times. Certain heartbreaking events, such as the Columbine High School shooting in April of 1999 where two students open fired on their fellow classmates killing in total 13 victims followed by their own suicides, sparked a renewed interest in researching if video games could cause acts of violence in adolescents. (Baertlein, 2007) This apprehension is mostly due in part, because children are in theory, more inclined to behavioral influences when they actively participate, as opposed to when they are merely observing. The belief has been that, a child playing violent video games can have more of a tendency to commit violent acts. On the contrary, there has been no clear-cut substantiation to show these violent video games are to blame for youth violence. The fact remains; it is actually not an easy task to prove a real world connection between violence and video gaming. Youth violence reports show crimes rates have decreased while video game playing has become trendier. (Baertlein, 2007)
In January of 2001, the Surgeon General David Satcher released his report findings concluding that, youth crime rate was not rising, and that the increase youth crime rate was merely a myth. “Since 1993, when the epidemic peaked, youth violence has declined significantly nationwide, as signaled by downward trends
Since video games have been introduced, video games have been accused of contributing too many atrocities, and acts of violence. News outlets paint video games as being a source of which some acts of violence happen. Yes, violent video games have become more popular, meanwhile becoming controversial, but still there exist no links between aggression and video games. The University of Bologna says that “owning videogames does not in fact seem to have negative effects on aggressive human behavior” (Koffler par.7). Meanwhile, news outlets keep on missing the point on how beneficial video games are. Video games do not contribute to violence, can be educational, and they can improve us in different ways.
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.
In 2008 an eight year-old intentionally, living in slaughter louisiana,shot his grandmother in the head right after playing grand theft auto IV. In America the rate of mass shootings and obesity each year. Video Games also teach antisocial behavior. Video games are responsible for increase of violence in schools, desensitizing American youth, and prompting unhealthy behaviors.
So how is it that it is the fault of video game violence that makes juveniles violent? As much as media coverage will have people think the “wave of violence gripping America’s youth” (Grossman), the truth is violent attacks in America’s schools are “extremely rare events. The odds that a child will die in school through murder or suicide are less than one in one million” (Olson). Increase in news reports about crime just end up raising viewers’ perception of risk, whether or not there is actual danger (Olson).
Are violent video games directly correlated to teen violence? This is the burning question many researchers are dedicated to answering. The common form of the question is “Is the increase in violence in games creating killer kids?” The simple answer is no. Instead the opposite has occurred, as games became more violent, the players became calmer. The games create a “safe” outlet for any anger or angst that young people possess. Crime rates in the teen population have lowered and violent teens admit to having little to no interest in violent video games. The games that most people fear are destroying the youth may actually be one of the things helping them grow and become “normal” members in society.
Video games have come a long way since the days of Pong. Advances in technology have allowed games to present state of the art graphics and surreal like qualities to its consumers; from four star simulated battle scenes to enhanced real live fire shoot outs. With all these innovations added to violent video games it attracted the visual needs of our teenage youth. Although video game violence has been blamed for high profile school shootings, video games and its creators should not be held accountable for these tragedies because there is not enough credible evidence to absolutely link video games to outburst of violence amongst juveniles.
Lately, it seems that there has been an abundance of horrible mass shootings and brutal violence in our world. In today’s seemingly dangerous world, parents are yearning to protect their children from getting involved in these savage crimes. Now, a great deal of people, especially parents, accuse violent video games as the cause of this growing epidemic. The controversy of video game induced violence has a long history, but it didn’t appear in the spotlight until the disturbing Columbine shooting in 1999, when the gunmen were said to have been addicted to violent video games. Since 1999, there have been more mass shootings and vicious crimes that have been accursed on video games. While siding with the belief that video games create violence
Video games have been around for over fifty years and have become quite popular over the past four decades. In fact, they are so popular that a certain subset of them have recently come into scrutiny and are a topic of hot debate. This subset contains video games that are violent in nature, which, many people loathe. Those people try to use many fallacious tactics to persuade others to join their cause. Take the article ‘Violent Video Games Can Desensitize Players and Increase Aggression’ for example, firstly it hooks an audience with its hasty generalization that violent video games create mass murderers, secondly it uses cum hoc ergo propter hoc to provide evidence that video games contribute to and enforce desensitization and aggression, and thirdly it uses appeals to anonymous authorities to provide accreditation for the content it discusses.
A significantly large portion of the video games created within the past 5 to 10 years contain some form of violence. On top of that, some of the most popular video games out in the market today are extremely violent and warrant an “M” rating for mature. Video game developers are well aware of this trend and continue to produce more graphic, interactive, and realistic content. Therefore, there is a concern that the vast amount of violence in video games is changing how youth develop and what they perceive as normal. Many researchers believe that there is a link between video games and increased aggression in the people who play them.
Violent video games are contributing to violent behaviors in the youth and teenagers of America. Youth violence is a seemingly increasing problem in the United States. Juvenile centers are gaining new residents each day.This violence is brought on by an increase in video game violence. Many of the newly developed games are killing simulators which train players for real world violence. There seems to be a lack in evidence against video games. “According to the federal crime statistics, the rate of juvenile violent crime in the United States is at a 30-year low” (Jenkins 32). So called links between video games and youth violence are said to be found, but these links are coming from people who solely research media violence.
Throughout the history of video games, one of the most important parts of having a video game is the controller. For years ever since video game consoles have been invented it has had a controller to operate all of its features.Without the controller you would not be able to operate the video game console because the controller is like a beacon to the console,it does whatever the controller operates it to do. The controller structure is a very unique design and model. It is built into a way that it can be held and it fits the grooves of your hands so that you can manage to operate all the buttons on the controller to perform the actions that transfer to the game system which shows up on the television. Although due to failures in the video game, the controller becomes the most frustrating aspect of the game.
Recently Video games have been to blame for many of the incidents among teen violence. Anti-game activists are quick to blame video games for teen violence. If video games are the reason for violence then why it is that video game sales have quadrupled while violent juvenile crime in the United States has declined by over 71.8%. I am of the opinion that video games are not to blame for teen violence, but that it has been made a common excuse over the years. In reality people, more so parents are just trying to find something to blame for kid’s actions instead of taking personal inventory of themselves, and the way they are raising their children.
Video games suck children into an alternate universe of violence. Many children play violent video games without being aware of the problems they are creating for themselves. Such as being placed covertly in an unhealthy situation physically, mentally and socially. However, it is good to expose kids to technology, but it seems that many of these video games are quite violent and there is a high possibility that these games lead to behavioral problems and isolation issues. Many of these games include guns, grenades, knives and a number of other weapons. They are played from the player’s perspective, allowing the child to think that the screen is the view from their eyes and they are shooting from the gun. Therefore when a child plays they get an odd satisfaction when shooting at others, whether it be aliens, zombies or people. This feeling of satisfaction should be considered inhumane.
Most of us have certainly pondered on the thought if video games truly create violent citizens, I personally believe that video games do not what so ever. One must distinguish this topic accurately and consider learning to differentiate and not have a biased or radical opinion. There have been many attempts from a number of different people who have tried to give a bad name to video games due to the simulations and realness and say that video games will create a negative environment for anyone who plays them, especially in children. Enthusiasts of video games have spent decades asserting that there is no underlying link between playing violent titles and engaging in the violent real-world behavior. Brand-new data confirms their contentions.
1.2 Billion, that's the number of people in the world who are involved in playing video games. Imagine this, the number is going to increase and increase to a great deal in the future years. Nevertheless, the amount is not the problem, but what is the problem is that since teens are playing these games, who knows what is to become of their future. More electronic games are being played and there are becoming more online games. With that said, game companies are making more violent video games as well. More and more mass killings have occurred in the past where the culprit was a gamer. What does this have to say about video games. Games with violence are awful for teens; because it can be distracting from what they really should be doing, it is teaching bad values and core lessons, and is very costly to the average person.