Should the society take stronger measures to prevent violent crimes?
Is violence in America a norm rather than an infection needing to be cured? Violence is so common that we witness it in our homes on the television, hear it in music on our radios, and it even lurks in the shadows of the public schools within our communities. On December 14, 2012, a young man opened gunfire amongst several innocent elementary children and teachers, killing them in cold blood. “Remembering Sandy Hook Elementary victims,” a webpage dedicated to twenty-six special victims of a particularly horrific tragedy caused by an act of violence (CNN).
In order for a society to fight crime or build a determent society there willingness to support and honor statutes and programs that the government sets forth. In the past up to today there are measures to crime prevention. But, should the society take stronger measures to prevent violent crimes?
One argument supporting stronger measures toward violent crime prevention is to limit the exposure of violence through video programming by children. The arguments claim, children today are being exposed to an uncontrollable amount of violence through the use of technology. Senator John “Jay” Rockefeller states, “I introduced a bill that directs the National Academy of Sciences to conduct a comprehensive study on the impact of violent video games and programming on children” (Lyons). It is also argued that this impact of subjectivity to the vulnerability of a child’s mind could be negative (Lyons).
To further add, violent videos games could be a potential cause of violence. “Congress should fund research into the effects that violent video games have on young minds” (Obama). This statement was in response to the S...
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...ving no supporting relation to the very violence in question.
Opponents to the Clery Act say, “Determining whether Clery actually made college campuses safer is a more daunting challenge, and to date no empirical evidence indicates that its promises have been met” (Katel). This argument is explained with a list of discrepancies in examples, the definition of “safe”, baseline comparison determination, and lack of actual reporting from victims (Katel).
Final opponent argument says, “children are different than adults” (Billitteri). It is further argued that the mental capacity of a juvenile is not present. Therefore, “By incarcerating many juveniles long past the time they present a threat to the public, we are diverting resources and attention from investments in strengthening families and communities that would be more effective in preventing crime” (Billitteri).
"Do Violent Video Games Cause Behavior Problems?" The Premier Online Debate Website. N.p., n.d. Web. 13 Jan. 2014.
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.
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 such, poorly done studies where they confirm that kids are more aggressive through how much hot sauce they put on someone’s fries. While unbiased studies of video games and their links to violence are hard to come by, recent research has shown that video games do not in fact have a casual link to violence, and may even have the opposite effect. Violent video games have nearly no link to violence in teens or adults.
The media is a dominating aspect of American culture. The way the media depicts crime and criminal behavior has an effect on the way society views crime and criminals. Television series such as CSI, NCIS, Law and Order, Criminal Minds and countless others, have become very popular in our society today showing that our culture has an immense interest in crime. It is clear that there is a fascination with criminals and why they do the things they do. To analyze the way crime dramas represent crime and criminal behavior, I completed a content analysis of one episode of Criminal Minds. The episode I chose was season one; episode eight, which first aired in 2005, titled ‘Natural Born Killer’.
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.
Violence in America is a problem, and it is a problem that should be addressed. However,
Throughout human history, violence, for the most part, has been a perpetual struggle we’ve faced. It does not discriminate against location, color, or creed, and it has an impact, lasting or not, on each of us at some point during our lives. Living in a Western country, many of us have become accustomed to the idea that true violence only lives in the ravaged lands of warring countries or the dilapidated streets of rundown neighborhoods, but in truth it can be found anywhere. Community center’s, schools, churches, and even the most secluded towns all encounter violence, though sometimes behind closed doors, everyone is vulnerable to it. But what prompts it to occur exactly? Violence itself stems from the causality of several different factors,
“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)
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 demonstate aggression and violent behavior. (Ferguson, 2014)
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.
Moreover, the government and the police have come up with strategies in order to deter the fear of crime by implementing programs such as “education
The world will always be full of crime, thus it is necessary for scientist to grow along with the gruesome and increasing amount of violations. Due to this it sparked scientist to develop crime theories in which emerged to explain why crime is caused by individuals. Some of the few theories that have advanced over the past century and provided many answers to why crimes are committed are biological theories, psychological theories and learning theories. These theories provide an insight to its first use and change in order to provide answers.
In the Philippines, crime rate was undeniable increasing. Thus, the result of this problem leads our government and law enforcement agencies more aware of how to suppress criminal activities in the society. Law enforcement agencies have the greater task to prevent this illegal action that the person or individual has committed itself. Crime prevention is the most effective strategy to lessen or reduce the crime rates occur in the Philippines.
In the 2014 editorial, “Do Violent Video Games Contribute to Youth Violence?”, Steven Markoff supports the claim violent video games cause violent behavior. He speaks to a curious audience of all ages. The article uses logos throughout creating a set opinion on the topic.
Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...