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Violence in schools problems
Effect of video games on those who play them
Conclusion of effects of videogames
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Tuscon Arizona, Blacksburg Virginia, DC, Littleton Colorado and Paducah Kentucky just a few locations for some of the most tragic, memorable crimes in the modern age. What is the common denominator for all of these crimes? They were all committed by an adolescent or young adult. The influences were many and the reasons are still under debate. The main contributing factor for all of this violence was originally thought to be violent video games, and the vivid scenarios played out in them.( Grossman, DeGaetano 1999) After further investigation, that factor in itself has been proven to be untrue. Contrary to the popularly accepted belief, violent video games do not increase the tendencies for violence in healthy, normal adolescents and children. There have been many rumors circulating as to possible contributing factors for increased violent incidents at schools, work and public places by youth. There have been bills in Congress, political platforms and even bans on some games trying to prevent these tragedies. The increase in violence as a whole in our society, in everything from schools to sports and even in the home, can create environments that can affect even the mildest mental instability. (Grossman & DeGaetano, 1999) In the case of the school shooters, Harris, Klebold, Cho and Carneal all had various untreated and undiagnosed (at that time) mental illnesses ranging from schizophrenia to depression. All were time bombs waiting for the fuse to ignite. Loughner and Malvo the public shooters had both been involved in many violent altercations in prior years and in many unrelated crimes and acts prior to the initiation of the shootings. “There is no evidence to support the idea that violent video games teach youth how to ... ... middle of paper ... ...Supreme Court Takes the Case. Communique' (0164775X), 39 , pp. 11-13. Gonzalez, L. (2000, January). Game Spot. Retrieved March 5, 2011, from www.gamespot.com: www.gamespot.com/features/6090892/index.html Grossman, D. L., & DeGaetano, G. (1999). Stop Teaching Our Kids To Kill: A Call To Action Against TV, Movie & Video Game Violence. New York: Crown Publishers. Kirsh, S. J. (2006). Children Adolescents and Media Violence; A critical look at the Research. Thousand Oaks: Sage. Kutner, L. P., & Olsen, C. K. (2008). Grand Theft Childhood :The Surprising Truth About Violent Video Games And What Parents Can Do. New York: Simon & Shuster. Olson, C. K., PhD, K. L., & MD, B. E. (2007). Children and Video Games: What do we know? Psychiatric Times Volume 24 Number 12 . Shecter, H. P. (2005). Savage Pastimes: A Cultural History of Violent Entertainment. St Martins Press.
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
Kutner, Lawrence Ph.D. and Cheryl K. Olson, Sc.D. Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do . 1st. Simon & Schuster, 2008.
The article “Do Video Games Kill” written by Karen Sternheimer addresses the widespread question; are video games the cause for “young killers”? (220) Sternheimer believes concern for the influence of video games may have on youth is spiraling out of control. She puts most of the blame for this out of control concern on the media. She also writes some about the politicians and the Juvenile Justice System. Sternheimer suggests that there are other factors to blame for violent behavior: poverty, the neighborhood, unemployment, family violence, divorced parents and mental illness (218). While it may be that juvenile crimes have declined, and personal backgrounds effect actions, it cannot be proven that video game violence has no to little effect on
“Violent Video Games And Young People.” Harvard Mental Health Letter 27.4 (2010): 1-3. Academic Search Complete. Web. 9 Apr. 2014.
psychcentral.com. 15 Nov 2013. “Violent video games are not so bad when players cooperate”. youthsciencejournal.com. 10 Dec 2013. “Growing Up With Media: Exposure to violent material”.
“The Columbine shooters played violent video games; that has to be a factor in their decision to brutally murder their classmates!” Society is quick to point fingers and approach unknown situations with a causal mentality that often results in a false accusation of an innocent bystander. With the advent of the video game era, psychologists have debated their effect on the minds of their youthful audience. Throughout the multitude of studies and the perpetual debate, society still lacks an absolute answer. With this knowledge, when it comes to video games and their impact on the minds of children, researchers must consult a wide variety of subjects with an open mind about the potential outcomes. I conducted my research by examining my personal experience, analyzing studies refuting both sides of the argument, trying to view the American fascination with violence through an outside perspective, and reviewing the thought processes that lead the members of the Entertainment Software Rating Board (ESRB) in order to gain a full perspective of the issue. What correlation exists, if any, between violent video games and the violent tendencies that children exhibit after exposure to said media? Throughout my research, I have discovered that a trend does exist, but it manifests after the child has encountered puberty because of the heightened levels of testosterone that accompany this phase of development, and the trend relies heavily on other factors in a violent disposition. The age factor generally fails to exist in the violent tendencies argument; this is intriguing in that the majority of violent videogames are targeted toward an older audience. In order to truly understand the violent tendencies of mankind, we must first analyze these ...
In the book “Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy,” the authors relay the general information concerning the history of violence in video games as well as the beginning of the issue of violence in video games (Anderson, Gentile, and Buckley 2007). They state that it was “during the 1990s that violent games truly
Violent video games and violent adolescent behavior, is there a connection? Millions of violent video games are sold around the United States, millions more are sold overseas, but the numbers of violent crimes, that could be associated with violent video games is low. Assault, robbery, burglary, rape and murder occur daily. The drug industry accounts for the majority of these crimes. The cases not related to drugs, fall into a number of categories, including Psychological Disorders. Disorders that can cause violent behavior are psychotic or anti-social behavior, depression, schizophrenia, delusion, disassociation, and any others recognized by a Psychologist.
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who demonstrate aggression and violent behavior.
“Contrary to the claims that violent video games are linked to aggressive assaults and homicides, no evidence was found to suggest that this medium was a major (or minor) contributing cause of violence in the United States.” (Markey, 290)
Over the past 30 years, playing video games has become one of the most popular hobbies worldwide. Not only has the video game industry become a multi-billion dollar industry, but it has attracted people from all age types. While video games today are played by both kids and adults, there are many issues being raised regarding the effects of video games. More particular, is the effect that violent video games may be having on children. Some critics argue that video games are direct indicators of child aggression while video game supporters argue that there is no direct link between child aggression and violent video games. While many people have their own personal stances, this issue is unique because it is unfolding everyday. Scientists and researchers all over the world are continuously doing research regarding the effects of video games on children. Even though this remains a field of uncertainty for researchers, parents should definitely be involved in being aware of what it is that they’re children are playing when they play video games.
Teperman, Jean. "Toxic Lessons What Do Children Learn from Media Violence?" Children's Advocate newsmagazine. Online. www.4chilren.org/news/1-97toxl.htm. Accessed October 23, 2001.
Violent video games are special games, which negatively influences to the attitude and behavior. These video games are popular between children and teenagers. Since 1980-s years violent games are in political discussion. Because when teenagers usually play violent video games, they are becoming aggressive and then they face with psychological problems. For this, some people claim that violent games are harmful for society and they affect to behavior and health.
“YOU SUCK!” “I killed him!” “Head shot!” These are just a few examples of dialogue spoken by children while they are playing violent video games. These video games might seem like harmless fun, but what if the violence in these games is affecting the behavior of young players interacting with others?