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Video games cause violence research paper mla
Video games and violent behavior
Video games and violent behavior
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Why Video Games Don’t Cause Violence Thirteen killed and twenty-three wounded. That is the aftermath of the Columbine High School shooting orchestrated by Dylan Kleboid and Eric Harris. Twenty-six dead in the Sandy Hook Elementary School shooting orchestrated by Adam Lanza. The list goes on and on, more and more you see reports of shootings on the news, reports of people dying because someone opened fire in a movie theater, or school classroom, etc. These shootings are giving video games a bad reputation because the investigators are blaming the fact that these people were violent and insane due to the fact that they frequently played violent video games in their free time. What they don’t tell you is that Dylan Kleboid and Eric Harris were both mentally ill with illnesses that would cause violent behavior, and maybe even bring them to orchestrate the school shooting like they did. Adam Lanza, the Sandy Hook shooter, was also mentally ill. He had autism, anxiety disorder, obsessive-compulsive disorder, and suicidal …show more content…
A peer-reviewed study published in the Journal of Adolescent Health found that children, especially boys, play video games to manage their emotions: “61.9% of boys played to ‘help me relax,’ 47.8% because ‘it helps me forget my problems,’ and 45.4% because ‘it helps me get my anger out.’” There has been a decrease in crime rates along with an increase in game sales, and many researchers are associating that with the cathartic effect of video games. A peer-reviewed study in the Journal of Adolescent Research concluded that “Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress,, and as social tools.” (Do Violent Video Games
A young, blonde woman stands with her fists raised. She shifts her weight back and forth, staying in constant motion. Her jaw is set and her blue eyes dangerous. She faces her opponent with no fear. Her fellow combatant is a skilled warrior and a member of a Shirai Ryu clan. He’s spent years mastering his own special style of martial arts. The woman observes him carefully. He’s muscular and, no doubt, fast. She cannot see most of his face, as a gold and black mask obscures it, but she can see his eyes. They’re merciless. She eyes the harpoon at his hip. He’ll probably go for that first and try to stun her with it. The cue is given and, sure enough, he grabbed his harpoon and aimed it at her, snarling, “Get over here!” She’d anticipated his moves well and she sidestepped his harpoon. He figured out that she knew his obvious attacks, he began to use more quick attacks, moving quickly in the shadows, confusing her. He soon overpowers her. Dazed and dizzy, she is at his mercy. Unfortunately, mercy is a quality he lacks. He wraps his harpoon around her neck and opens a portal. She’s pulled into it and he holds onto his chain tightly. Another portal opens above and her body dangles from it, strung up by his chain. The announcer’s voice lets out in a deep grumbling voice, “Fatality”. Meanwhile, in a living room, the gruesome scene fades to black and two friends laugh at each other for the graphic execution and go on playing the newest release of the Mortal Kombat series.
Dylan Klebold, Eric Harris, Adam Lanza, Steven Phillip Kazmierczak, and Seung-Hui Cho all have a few things in common, they are all school shooters that have killed and injured a combined total of 149 human beings and are or were believed to be avid violent video game players, who also committed suicide immediately after carrying out their attacks. To the public, school shooters seem to share a direct connection to playing violent video games and that playing them leads to violent behavior. Violent videogames have become a highlight in the media and national debate for this very reason but, there is no scientific evidence to support the existence of a causative connection between participants of violent videogames manifesting violent behaviors. The media provides biased information that misleads citizens into believing that said link is well established and accepted. I argue that parents should make responsible and well informed decisions in regards to their child’s videogame activities in spite of the lack of scientific research.
Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame aggression than players who enacted comparable levels of in-game violence through an antiheroic character” (Sauer 205). As a graduate of Radboud University, Isabela Granic brings to light the reasons why the youth actually benefit from playing violent video games. For example, in her article, “The Benefits of Playing Video Games,” Granic illustrates the fact that children gain social skills, highly efficient motor skills, and the understanding of the human body as a whole. Noted by the author, “Whereas adolescents and adults often use self-disclosure and direct discussion with close friends to resolve emotional issues, children use play to work them out through pretend-based narratives enacted either alone or with others” (Granic 67).
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.
For many years, many people have linked the increased violent and aggressive behavior in teenagers and children to violent video games for two main reasons. Video games are very addictive and gamers can become very violent and aggressive when someone tells them to stop playing and can spark the violence in people who already have aggressive behavior. Such examples of violence addictions were in the cases of Daniel Petric and a thirteen-year old that were very addictive to video games and had already aggressive behavior. Seventeen year old Daniel murdered his mother, Susan Petric, “after she being denied him access to Halo 3” (Massoud). If that didn’t sound horrifying, a “13-year-old boy murdered an 81-year-old for money to fund his online gaming addiction” (Massoud). We can’t deny the fact that these two cases of game addiction prove the argument, but everyone should ask themselves these questions. If parents did know about the viole...
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.
In this day and age it seems as if America's youth is becoming more violent. Concern for those aspects in our society which influence violent acts has become an issue since the tragedy at Columbine High School on April 20, 1999. Many feel one aspect of today's society affecting our nation's youth in a negative manner is video games. Is this form of entertainment really a factor in teen violence? I think not. Video games are not to blame for increased teen violence.
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.
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
then video games could be responsible for much of the bad news we hear on television.
Olson, C.K., Kutner, L.A., & Warner, D.E. The role of violent video game content in adolescent development: Boys’ perspectives. Journal of Adolescent Research, January 2008, pages 55-75.
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.
Social scientists have been examining the effect that video games have on behavior. From the introduction of video games in the 1980s, there have been numerous research studies to this effect (Andersen & Taylor, 2008). The issue has become even more significant in the modern context because these video games have become bloodier and more realistic than ever before. Even though boys play these games more than girls in America, the consumption of video games has generally been high. Carey (2013) indicates that 32% of these gamers are below the age of 18. Therefore, it would be crucial to evaluate the effects that these video games have on the behavior of such children.
With the development of technology, violent video games invaded every house, and now it played by every teenage in every family, whether on mobile phones, computers or gaming devices. Some people do not believe that those violent video games effect on the children, while others believe that the government should prevent the selling of these games. However, violent video games made a negative influence on everyone, on children brain like thinking skills, which made their behavior aggressive, on their physiological energy and feeling leading to segregation and violence between siblings in the same family, also on the parenting role of the parents, who are do not know anymore what they should do with their children.
In a society driven by technology, video games are becoming more popular each and everyday. People of all ages enjoy video games in their free time; these games allow the player to become an athlete, a soldier, or a professional fighter at the tip of their fingers. The biggest problem with these video games is that they are becoming too violent. In today’s society, children often brag about the new video game they bought, and the number of people they have managed to kill while playing these games. Video games have become realistic, causing them to intrigue a larger amount of children. Many of these violent video games encourage killing and fighting of enemies, or strangers in the game. Each year a new game system, and hundreds of video games are released, and millions of kids go out and buy them and spend hours playing. Video games have a large effect on school performance and time spent with family. Children would prefer to play their games than sit down and talk with their parents (Saleem, 2012).