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In the article “Can a Video Game Lead to Murder?,” Ed Bradley reports on an incident in Fayette, Alabama involving the shooting of three police officers by a teenager and a multi-million dollar lawsuit against both the makers and sellers of the Grand Theft Auto video game. In his report Bradley uses inflammatory words, skewed facts, and quotes of prominent public figures to try and agitate uninformed parents and make them more conscious of games and the effects they may have on their children.
Bradley starts off his report with asking the reader to imagine a game that would let them “decapitate police officers, kill them with a sniper rifle, massacre them with a chainsaw, and set them on fire” (Bradley). This use of extremely graphic and inflammatory diction is used for only one purpose, to prime the reader’s mind with a sense of anger by putting forth an affront to their morality and sense of decency. Bradley describes the game to parents as brutally as possible to leave no room for questioning the possibility of any redeeming aspects present. Being told that the game is governed by “the laws of depravity” and that the entire reason for playing the game is to kill police officers would instantly change any parent’s thoughts to anger towards this game (Bradley). Bradley’s goal is to immediately horrify parents and frighten them with the possibility that their own children might be playing such a game. This would immediately grab the reader’s attention and keep them reading the article which is exactly what any good journalist would want, but what price does attention grabbing pay with regards to the truth of the subject?
The article does have merit when Bradley reports on the lawsuit being brought against the makers of the ga...
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...niversity of Alabama who’s only contribution to the article is a statement about how he plays the game by eliminating all resistance (Bradley). The significance of this source is negligible because it only shows how one person chooses to play instead of how the game is meant to be played. Bradley’s report, however, does consider the reactions of the police force and the general public. An unnamed police officer tells Bradley that he worries that kids now have the “preconceived notions of ‘let’s kill an officer’.” This emotional appeal to the parents of children playing this game is almost a hit below the belt. The use of an officer of the law to further strengthen his argument that this game is the cause of the killings of other officers is a clever manipulation of the emotions that Bradley has crafted for the readers to feel up to this point in his article.
As taught in the lectures, it is impossible for police officers to win the war against crime without bending the rules, however when the rules are bent so much that it starts to violate t...
“Sociologist Elijah Anderson finds that appearing aggressive and willing to commit violence is a self-defense process for some inner-city residents, part of what he calls ‘the code of the street.’ This code offers individuals a way to protect themselves from victimization in violent communities and to build respect from others.” (Rios; pg. 55) Police officers would assume kids walking on the street are involved with criminal activity. The officers don’t have any respect for the individuals
One of the most disturbing trends in American policing in recent years has been the militarization of police weaponry and tactics. In his new book, “The Rise of the Warrior Cop”, author Radley Balko traces the roots of American law enforcement from the constables of colonial times to present day SWAT teams and special response units. With the high controversy surrounding the “war on drugs” and the “war on terrorism,” policymakers have signed off on a dangerously aggressive style of policing that too often leads to unnecessary deaths and injuries. Some people say that modern law enforcement is on a collision course with our Bill of Rights and is unconstitutional. In the book “ Rise of the Warrior Cop” the author talks about how modern day policing are adapting mostly all military tactic. These wars are more than just metaphors designed to rally public support and secure all the money they can to support these programs. They change the way we think about what the police do. Wars mean shooting first and asking questions later. Wars require military tactics and weaponry. Wars mean civilian casualties. Are we at war with our own people?
The novel begins with the author’s own experiences as a law enforcement officer and his ideals on the use of deadly force. He explains that “at some deep subconscious level humans are both drawn to and repulsed by violence of any sort” (Klinger, 2004, page 8) and goes on to elaborate why the killing of a human being by an officer is acceptable in the eyes of society today. Even though this truth may seem harsh to some, the overall effects that occur when an officer fires his gun is even harsher when the light of reality is shed upon these gruesome incidences. As the novel continues, Klinger begins to share more information about the career that these few men and women choose to go into. The author describes how many of his interviewees were asked when applying to law enforcement agencies how they would feel about having to shoot someone. Most answered they would not feel any sort of hesitation, yet some men and women in their interviews with the author revealed that they never thought about themselves in that situation and were somewhat taken back by the question. Moreover, Klinger explains that shootings are uncommon incidences in the police...
In the cases of school shootings that took place at Columbine High School, Sandy Hook Elementary, Virginia Tech University and Northern Illinois University, the media highly publicized the fact that the perpetrators were avid video gamers, but why is this important? The media want’s your attention and they are more than willing to say almost anything to get it. They reported that the perpetrators were avid gamers with the implication that there is a well establish connection between the two when there is not. They exploit the fear of parents and concerned citizens by not including relevant corresponding information in order to leave you more interested lea...
A father purchased a toy gun as a birthday gift for his young son. His son went outside to play and and encountered a police officer who shot him seven times. This incident occurred in Sonoma County in October 2013. A similar incident occurred in November 2014 when Cleveland police killed a 12-year-old boy carrying a toy gun. Use of excessive force by police is common in impoverished "black" or "brown" communities.
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.
By teaching police officers alternatives to shooting to kill, they experience higher risks with their lives. Police Commissioner, Ray Kelly, said, “It would be "very difficult" to train officers to shoot to wound” (Jacobo, 2016). Police officers are viewed as “predators” and “an occupying army” rather than allies (Valey, 2016). This is a perception that needs to change because it counteracts the mission of police officers
But why is this? What do they see as “fun” in this. What do they see as “helpful” in this? Why is “fake” murdering kids helpful to these teens? These are questions we don’t know. So why do we do it? It definitely doesn’t keep them healthy. They are not even sleeping in their house! They are staying overnight in borrowed vans and sleeping on futons! Also, According to “Do Games Like 'Grand Theft Auto V' Cause Real-World Violence?”, it states “Quoth Fox & Friends' Steve Doocey: "unfortunately you know it seems every time something bad like this happens we look at "is there a connection between video games and the shooter?" Well, take a look at some people who were described as addicted, from Columbine High School, Eric Harris and Dylan Klebold, the Virginia Tech shooter, the Arizona shooter, Jared Lee Loughner, that Norway shooter who Anders Behring [sic], I think he shot 77 people. The Aurora shooter, James Holmes, the Sandy Hook shooter, Adam Lanza, they're all described as essentially being addicted to video games." This is saying how teens who play video games as a teenager can possibly turn out to be future shooters/killers. During these video games they are pretending to be a shooter and as they gain information on how to be a shooter, they tend to use those skills in real life. This is not what we want. In the same text it also states, “The Telegraph's Nick Allen described the shooter's ‘darker side’ which ‘saw
Video games have gotten a lot of negative attention in the media as a scapegoat for what is wrong with children. Are video games really as bad as they are made out to be? Alice Park, writer of “Little By Little, Violent Video Games Make Us More Aggressive” published on time.com, believes that video games are making people more aggressive. But within her article there are many flaws with her arguments; it makes a poor attempt to blame video games for events like the columbine shooting, racism, and hostile behavior. Park makes poor unsupported claims about the quantity and quality of games being played by children and the effects these games are having on them.
Ferguson, C. J. (2008, Jan-Jun). The School Shooting/Violent Video Game Link: Casual Relationship or Moral Panic? Journal of Investigative Psycology & Offender Profiling, 5(1/2), 25-37.
Crime is a part of society encompases the news and the public. A variety of studies of media content have estimated that as much as 25 percent of the daily news is devoted to crime (Surette 1992) and that crime is the largest major category of stories in the print and electronic media (Chermak 1994, 103). (Lawrence 18). With crime at an all time high, police are constantly having to deal with more and more issues. This can lead to stressed out and fed up officers, which can lead to poor decisions by an officer. The use of force by police is a highly controversial topic as it raises questions about a government’s ability to use force against its citizens (Lawrence 19). Today’s society is caught up on the ideals of civility and equality before the law, making police use of force a touchy
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)
These kids are taking these games as an example on how to act. These games produce some much adrenalin and these kids mix that with anger and need to get it out. The way they do this is by acting out and getting into fights with other kids. Adams also reported facts from a poll done in Japan saying, “kids were asked about what games they played... The more violent content they were exposed to, the more report[s] later in the year that they 'd been in physical fights.” The author is showing that the more violence that these kids have in their lives, the more it will affect them and they will eventually act out physically. These games are causing these minors to be more violent then they probably would have been if they had not played any of them. These games are hurting the youth of
Video games have been a rapidly expanding industry since their inception in the 1970s. Along with their growth have come concerns about violent video games and their effects on aggression and violence in young people. The endless numbers of school shootings have pushed this issue to the forefront. These events brought about the question: do violent video games induce aggression in youth? That’s the question I set out to answer by looking at research. The research shows that there is a link between playing video games and increases in aggression in adolescents. What implications does this fact have ethically? It means that video game producers and distributors need to be held responsible for their releases and the way they end up in the hands of kids.