Video game controversies

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    Annotated Bibliography Robbins, Brandon, M. “Games and Violence: Games, Gamers & Gaming. LibraryJournal. 15 Mar. 2013. Web. 26 Mar. 2013 In this article which was written a few months after the Sandy Hook school shooting the author talks about the effects that the media portrays video games having and the effect they portrayed video games having during the Columbine school in 1999 and how the media pointed out in both instances that the shooters enjoyed video games. He goes on to point out that 80 percent

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    I think parents must give some advices or pay attentions when their children play the games. Also parents really need conversation with children about how violence media is dangerous to them. If I am his mother, I wasn't buying those kinds of violence games. These two reasons why that I focus on how violence media, especially death portrayed effects on children. Sociologists and psychologist have highly argued the topic

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    Video Games: Assassin Simulations Essay

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    Video Games: Assassin Simulations Video game violence has been a wildly debated topic since the beginnings of the industry. The topic evolved from the debate on media violence or violence in print media. However, the video game debate brings a new angle. Video games, because of their immersive nature, are said to have more impact on children. The proponents and opponents of video game censorship do not really fall into traditional political boundaries. The proponents of censorship tend to

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    Violence In Video Games and Aggression Essay

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    an individual’s aggressive behavior. The violence of today’s video games are far more visually gruesome then they were ten years ago. An example is the modern popular game Goldeneye 007, whose bad guys no longer disappear in a cloud of smoke when killed. Instead they perform an elaborate maneuver when killed. For example, those shot in the neck fall to their knees and then their face while clutching at their throats. These graphic games can increase an individual’s aggressiveness by portraying the

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    Violent Video Games: A Bad Choice for Parents and Children A twelve year old boy named Paul sits about three feet from the fifty-two inch screen television with his eyes fixated on his character, a humanlike fox. He is able to use his game controller without looking away from the television. He sits erect and is so focused on what he is doing that he is unaware of everything that is going on around him. Occasionally he will yell out "Die! Die, sucker!" Just then his five year old

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    seem impressive, it still only represents the violence depicted in video games and does not include the violence children are exposed to in other forms of media. Studies suggest that by 12 years of age, the average child has witnessed over 100,000 acts of violence just on television alone (Bartholow, Anderson, 2001). Lt. Col. Dave Grossman, author of the book On Killing and Director of the Killology Group, compares video game violence to the desensitizing process the United States military uses

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    It 's More Than A Game

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    More Than a Game A young man who had grown up in the horrors of Burundi’s civil war, had been warned of the dangers that exist in America. As he sat in his dorm room, all he could hear were constant gunshots, he looked outside but there was nothing to be found. He did whatever he could to block out the sounds of gunshots because it “brought back images from his home village in Burundi” (Irankunda). At dinnertime, his next-door neighbor explained that the gunshots were from a video game that he was

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    Alice And The Video Games

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    Alice and the Video Games Alice, an ignorant little girl from Alice and the Wonderland tumbled down the rabbit hole into a world of meaninglessness (IMDb); today, proponents of banning violent video games are following Alice, stumbling over themselves into a pitfall of a lack of substantial evidence and reasoning. An exemplary example of such a proponent is Eric Roberts, the uncredentialed author of the article “Violent Video Games Produce Violent Behavior in Our Nation’s Youth and Should

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    cognitive development in youth; some approaches are: school systems, puzzles, board games, society, media, etc. There is one approach that has been given various amounts of feedback, which has been linked to both positive cognitive development and negative influences. Video games have been linked with improving educational benefits amongst all age groups; however, for every positive there must be a negative. Video games have been branded with a reputation for social issues, physical aggression, and in

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    Video games and real violence, is there a relationship? Just take a minute and think about the question. According to HealthLine news 91% of kids play video games and 90% of these video games are violent video games. So one would automatically assume video games promote real violence. I believe this is not true and through expert analysis and through my own experience I will not only show but, prove that video games do not promote violence. I have been playing video games for as long as I can remember

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