Video games do not incite violence because their contents are incomparable to reality. Although gaming technology is constantly evolving, their basic setup remains the same: a controller to input commands, speakers to resonate sound, a screen to project graphics, and a central unit to process information, games, and link all the components together. For us, these elements mainly appeal to only two primary senses: sight and sound. In the real-world, we involve all five of our senses to monitor our surroundings, but for games, we are limited to two. While taste and smell can be considered insignificant for surveying environments, touch is inexorable. In any general first-person shooter game, simply pressing the left mouse button to fire and tapping …show more content…
According to Karen Sternheimer, author of “Kids These Days: Facts and Fictions About Today's Youth” and “It's Not the Media: The Truth About Pop Culture's Influence on Children,” “Aggression includes a broad range of emotions and behaviors, and is not always synonymous with violence” (Sternheimer). Additionally, teacher and sociologist Katherine Walker mentioned that “while studies have shown an increase in aggressive behavior in people who play violent video games, recent studies show that this increase in aggression lasts less than ten minutes on average” (Issit & Walker). Aggression in video games is like happiness, sadness, or any other emotion: it will come and go periodically. The main idea about aggression is that it does not last long; it can occur from trivial nuisances of in-game bugs to competition with other actual players. However, these short episodes of aggression are not something that can easily transfer into real-world, physical violence without fostering years-long grudges, as Sternheimer explicates, “... [measuring] aggression [does] not approximate the conditions [that] school shooters [experience], nor do they offer much insight as to why they, and not the millions of other players, decided to acquire actual weapons and shoot real people” (Sternheimer). It is primarily the shooter’s personal purpose to deliver …show more content…
According to Forbes, video games author and political blogger Eric Kain, “More than half of mass shooters over the last 30 years had mental-health problems” (Kain). He also imparted that “people between ages 18 and 25 also tend to report the highest rates of mental-health issues” (Kain). In most cases, it is not the video games that culprits played to cause their violent behaviors, but rather their mental condition. For the rest of the cases, however, the quick condemnation on video games possessed other factors that contributed to violence. Author Karen Sternheimer detailed, “Poverty, neighborhood instability, unemployment, and even family violence fall by the wayside in most of these studies” (Sternheimer). Seldom do cases truly narrow causes down to video games, if any at all. While it is easy to accuse, we shouldn’t be quick to blame video games for offenders who indulged in them and later exhibited violence when a myriad of other plausible causes exist as well. Video games may appear to be the easiest explanation for violence, but are we answering the correct question with it? Is it possible that we are only using video games because it is the quickest solution for a much broader social complication? Morality says no: violent video games portray felonious acts and brutality, so it is obvious that those who play it are more likely to manifest
People have always been looking for a reason why horrible things happen. The media is quick to blame video games as the target and cause of many shootings that have occurred, ever since Columbine and Quake. People have been blaming video games for violence for years now, ever since violent video games have been made. News reports blame video games more and more for each shooting, telling the public how this person played video games for x amount of hours a day, and that video games caused him or her to shoot people, and how video games encourage and reward violence. Anti-video game lobbyists have been campaigning to have violence removed from video games, citing resources that they themselves have created as reasons for
Even though shootings and murders have happened, and one of the first things to be blamed is video games, the market for the games has increased dramatically. “US computer and video game software sales increased 204% from 1994 to 2014, reaching $13.1 billion in 2014, while murders by juveniles acting alone fell 76% and violent crime rates dropped 37% during that same period.” ("Do Violent Video Games Contribute to Youth Violence"). Showing that the video games sales has increased and the violent crime rates have decreased over this time, suggests that video games aren't to blame for these shooting and murder
When it comes to causing violence in youth, “No one’s yet produced a study linking video games to violent crime, and where behavioral researchers claim to have found relatively weak links between violent video games and increased aggressive behavior, those studies fail to quantify or contextualize said aggression.” (Peckham 2013.) In fact, violence crime goes down as the sales of video games goes up. From 1996-2004, video games sales go from just below 4 billion dollars in sales to a staggering 7 billion dollars in sales while violent crime goes down from above 3 million cases to around 2 million
Hundreds of people all around the world play some sort of game that simulates violence, whether it is a video game or a live action game. Games the simulate violence don't necessarily cause violence in kids and teens. Simulative games can teach good problem solving skills and how to deal with tough decisions. These games can increase cognitive thinking and strengthen reflexes. Many argue that games like these only cause harm. They cause people to act violently and to lash out. Simulative games can help kids release pent up energy and vent out anger through them. The games often are a release to kids and teens who are in a bad situation in similar ways that sports do. Violent games don't lead kids and teens to violence.
Ferguson, states "There's no consistency in the aggression literature, and my impression is that at this point it is not strong enough to draw any kind of causal, or even really correlational links between video game violence and aggression, no matter how weakly we may define aggression,” (Kain). Moreover, determining why somebody carries out a violent act like a school shooting can be very complex. Mental-health issues are almost always present and more than half of mass shooters over the last 30 years had mental-health problems.
Violent video games don't exist -- in fact, nor do nonviolent video games. That latter point may actually be easier to demonstrate. Given the way the term "violent video games" is defined in the scholarly community, almost all video games are violent video games, including Pac-Man, as a scholar had to admit in one recent court case. My point is that the concept of "violent video games," which society has been debating as long as video games have been around (yes, politicians and scholars once seriously worried over the impact of games like Pac-Man, Centipede and Zaxxon), is so vague that it has little real meaning.
The effect of violent video games has constantly been studied, especially in relation to video game play resulting in aggression and hostility. Many studies find that there is an apparent relation between violent video game play and levels of aggression as well as other negative feelings. Levels of aggression are dependent on many things unrelated to video games, such as divorced parents, environment in which one was raised, and morals. Combined, this evidence along with numerous other arguments suggest that violent video game play does not have a detrimental effect on levels of aggression.
I have been playing video games for as long as I can remember. I started out playing Teenage Mutant Ninja Turtles on Nintendo when I was six and now I play a variety of games for the PS3. These games include Need for Speed, Madden NFL 16, Call of Duty, and Grand Theft Auto 5. What I am basically saying is that I have many years of experience with violent video games, but I have never been in a situation to where I thought it would make me more aggressive toward anyone. If anything I calmed me down. After a long day at work or even after a small argument with my girlfriend I would go to my room and play my games, it was a stress reliever for me. I have never been in any fights nor have I been arrested for any violence in my life. According to Cheryl Olson, Lawrence Kutner, and Dorothy Warner, “Playing violent video games reduces violence in adolescent boys by serving as a substitute for rough and tumble play. Playing violent video games allows adolescent boys to express aggression and establish status in the peer group without causing
90% of video games portray violence. “Our brain sometimes doesn’t distinguish between what is real and what we see on TV” (Barclay). This is a scary realization because it shows that what we watch and play on TV can have a very harmful effect on our lives. Our brain is sometimes unable to recognize what is real and what is not, which in turn will not be able to help determine when a violent situation is occurring and when one is not.
The global issue that will be discussed will be is “Do video games create violence in society.” Video games are a significant part of many young people’s lives. With an exceptional number of people in the status quo playing video games, it has raised the question whether or not video games do in fact incite violence within societies or is it just a coincidence? Throughout this paper, we will explore possible factors that contribute to whether video games do or do not create violence in society. We will explore this issue through different perspectives to get an overall view on the issue to find a solution.
Since several video games contain some sort of violent content, it has been hypothesized that gamers nowadays tend to be more aggressive. Gentile also states that “playing violent games increases aggressive behaviors, increases aggressive cognitions, [and] increases aggressive emotions.” This is an intense list of negative consequences, but what makes violent games instill such hostility? Many video games today include multiplayer in addition to classical single player modes. With real life opponents, gamers are much more competitive and inclined to demonstrate dominance over friends and real life opponents. Whereas facing a computer can be competitive, there may be a stronger feeling of satisfaction after defeating a nonvirtual enemy which could translate into real life aggression towards real people. Though correlation does not mean causation, the fear that violent video games may increase problematic antagonism is clearly not misplaced.
Violence has been in existence as long as video games have existed. Since the first entertainment that was electronic in the 1950s, Tic-Tac-Toe was the first video game which made use of cathode-ray tubes. The video game that was commercial in 1971, “Computer Space” followed and then later to the today's hyper-realistic first-person shooters. In all of the above, violence in video games has been in existence, and probably it will always be. This fact has continuously drawn the attention of the researchers in the last few decades and particularly during the past ten years to study the effects of video game violence on all the fans of this type of electronic entertainment. The question that has been asked is, “Is violence and aggression in the real world increased by video games violence?” This research paper, therefore, explores the question to ascertain the real effect of watching violent video games not only to the viewers but also the entire world.
Ever Since Violent Video Games were invented People have been trying to prove that they influence Violence in Juveniles. Although many prospective studies have been done on video game violence and the affect they have on the youth, none have been able to completely validate the claim that violent video games do influence the youth to become violent in their everyday lives.
Over the past couple years, mass crime has been a rising issue. Many experts have desperately been seeking answers as to why these outbreaks have been occurring. However, maybe the answer is closer than it appears. Across the country, mass violence has been a tragic and frequent problem. Video games have been a popular topic when it comes to the investigation of the criminals committing these cynical acts. But could it be possible that these violent video games actually are enabling an outlet to unwind and shed the stress rather than influencing crime? In America, violent episodes over the years have skyrocketed due to psychological stress. Video Games and other various forms of media, however, offer a person an outlet or coping mechanism when facing emotional pressure. Therefore, by making these forms of entertainment more affordable and accessible to all, American leaders could greatly reduce episodes of mass violence.
The claim that video games cause violence has been made extensively in the media and in many households. Causation requires an association, correct timing and temporal precedence. The trouble is that many laymen don’t take the trouble that scientists do in establishing causation and rely merely on an association. Violence in society is perceived to be rising and this has occurred at the same time as video games are preoccupying many young men. By this method, firemen are just as likely to be accused of causing fires as putting them out which clearly isn’t true. Violence is a serious social issue and particularly so in the US with gun violence. Science is not providing clear guidance so it’s not surprising that people search for a solution.