“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. A study was conducted of two groups of children who play violent video games. The group with more exposure to the games was more violent. (CNN.com) Even though some believe the violent games are an outlet for kids to let off steam, actions can be subconsciously learned, and those actions may be violent. Craig Anderson and Brad Bushman from Iowa State University, Department of Psychology, explain how repeated imagery affects the way we learn: From infancy, humans learn how to perceive, interpret, judge, and respond to events in the physical and social environment. Various types of knowledge structures for these tasks develop over
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.
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.
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
Some say that video games give them a break from what is happening in their life, and others use video games as entertainment with friends. “It is just as likely that young people with primary, aggressive behavior or antisocial traits preferentially select to play violent video games for recreational purposes” (Porter & Starcevic, 2007). Many adolescents can see it as a way to get rid of their anger and frustration by being able to kill fictional characters. Along with this, studies have shown that with the amount of violence seen, teenagers are more accepting and tolerant of violent behavior (Nowak, Kremar, & Farrar, 2008). The more time that players spend on violent video games, there is a bigger chance that they are going to act violently when provoked. Not only do violent games contribute to the increase of violent actions, but also the profanity that the characters say can increase violent acts (Ivory & Kaestle, 2013). The make up of violent video games is causing aggressive behavior in teenagers, especially because they are the age group that spends the most time playing the games (Anderson, 2011). People are starting to realize what actions can be picked up by playing video games. The state of California tried to help stop the trend of teenagers being influenced by video games, but they were soon shot down.
Moreover, many kids deal with violence and can’t control it. As a result of having issues with violence some people play video games to let their violence and anger out. People need to understand that “ [b]ut overall, violent crime is down in the US-indeed, as violent games have become more popular, violent crime has fallen." (Erik Kain 1) The more popular the game is studies show violent
“Violent video games increase aggressive thoughts, angry feelings, and aggressive behaviors and decrease empathic feelings and prosocial behaviors” (Gregory Ferenstein). Gaming devices not only desensitize us, but it heightens our chances of going out and committing acts of violence. Such as, James Holmes because of the games that he played (Call of Duty, Advanced Warfare and etc.) he believed that for every person he killed; he would receive a point for doing so. “There are definitely games kids shouldn't be playing, she said, for example those where hunting down and killing people is the goal)” (Anne Harding, CNN). After playing these games, many kids feel as if the real world is like a game and killing people to earn points is rewarded. Video games have changed our America to believing that death and violence should be rewarded, but with a twist and that includes handcuffs and a prison
The topic of whether or not minors should be allowed to purchase violent video games containing violent content is very popular in current years and there are many arguments to support either side of the debate. I personally believe that minors should be allowed to purchase video games with violent content. In this essay I will argue why I feel this way.
For many young people, violent video games that involve killing, harming, or stealing are a diverting activity that has them thinking strategically, but recent studies show that this violent game playing causes children to pick up on bad behavior. These video games increase hostility (along with anxiety and depression), teach kids wrong values, and train adolescents to take out their anger in aggression. This shouts out that role playing games with simulated violence are perilous for kids.
Video games shoulder the blame when discussing the delicate minds of children and what they are exposed to. The name of their game: Desensitization. A virtual reality which enables adolescents to relate to or live through a fictional character can undercut the violence some of these games let the player experience. “First person shooter (FPS), Massive Multiplayer Online Role-Playing Games and fighting games largely favor intense battles with temporary or no unfavorable consequences”(Philips 2009). Some games allow the user total freedom, including the ability to run over, shoot, and dismember pedestrians for points. The impact may vary between aggressive behavior and social ineptitude; either which still requiring a nominal amount of exposure to highly explicit depictions by this form of entertainment. In addition, not to be left out is the possibility that a lack of sufficient interaction from parental figures resulted in the reclusive or aggressive behavior of a child to begin with(Jones).
Because of new technology, contemporary youth is exposed to extreme and intense content each day. In video games, kids fire virtual guns at people. They see it as a victory to have the most kills. Parents should avoid exposing their children to violent video games because this desensitization to brutality leads to dehumanization of others.
In Grand Theft Auto, you run a round picking up jobs in an imaginary city. These jobs range from killing union workers to stealing pricy automobiles. In Conker’s Bad Fur day, you play as a playful cartoon squirrel that drinks beer and urinates on the enemy to defeat him. In the Journal of the American Medical Association, 90% of the games played today actually reward the player to injure another person and these were the games rated Teen. These types of gratuitous violence portrayed in video games transfer over into the everyday lives of these children. Studies of children exposed to violence have shown that they can become: “immune” or numb to the horror of violence, imitate the violence they see, and show more aggressive behavior the more they’re exposed to violence. Some children accept violence as a way to handle problems. Studies have also shown that the more realistic and repeated the exposure to violence, the greater the impact on children. For instance, a child in Kentucky ended up bringing a revolver to school and shot 8 students. Police ended up pin-pointing the source to the video games the child had been playing. The child ended up raking in more than 10,000 hours of a shoot em’ up style game that rewarded bonus points for headshots.
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
The graphics in games now make the game almost look as if it were real life. That has brought the video game industry a lot more players and part of those new gamers are young children. The issue is when a child is presented with a violent video game that has really good graphics the child has a better understanding of what is going on in that game. Because children can relate what is going in the video game to the real world, that leads children to believe that the actions being done in that video game are accepted in society. If the children believe that its right from them to do violent actions that they learned from the game there attitude starts becoming more aggressive. Anne Harding says “children who watch violence in the media can internalize the message that the world is a hostile place...”.