Role-playing games with simulated violence are perilous to individuals, regardless of their age, because they have the ability to deteriorate an individual’s mental state. This is especially true in present day, where violence in video games is becoming increasingly more graphic. Video games can influence an individual into thinking that killing people is completely acceptable, when it’s obviously not. Furthermore, impressionable teens can also be fooled into thinking that their murderous fantasy can be brought to reality through the means of “games.”
For starters, role-playing games with simulated violence can influence a teen into thinking that breaking the law because it is a “game” is acceptable. This thinking is obviously unacceptable,
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Personal space). The article is about a questionable end-of-year game that teens compete in for a prize (this article will be used as a reference throughout). But as the article goes on, we see that the teens go through means of hacking in order to proceed to the winner’s throne. The article reads, “The idea was to use a cell phone to call the Cohens’ landline, posing as Cohen’s teammate Dominic, using Dominic’s caller I.D. The call had been engineered from a remote computer by a squad member with prodigious hacking skills.” Hacking obviously goes against the laws of privacy and the fact that the said squad member had prodigious hacking skills meant that he/she has done this before; which is unnerving. The game also has a judge who sets our “killing assignments” which he then distributes to each group of teens. If that weren’t bad enough, the judge’s mentality towards the game sounds more like a dangerous ringleader, rather than a teen. The article states, “ I’m looking for some good massacres early,” this year’s judge said as the competition began, the second week in May. (Summoning what his classmates referred to as …show more content…
This ability is of great importance, as there have been countless cases in the past where murders have taken place over the most childish of things. For example, an article on David Makoeya’s case in 2010 reads, ”This 68 year old South African family man wanted to watch a World Cup soccer match while the rest of the family wanted to watch a gospel program. Failing to get his hands on the television remote, David got up and changed the channel by hand, upon which his wife, son and daughter beat and stabbed him to death. It would have been cheaper to buy another television.” Therefore, if a 68 year old man can stab his whole family to death over a T.V. remote, it is safe to say that a teen or a young adult can commit a far more dreadful act; especially under the influence of games. In the viral digital video The Great Office War, an office worker is seen pressing the ratchet part of the pen which continually made a clicking sound; this infuriates a co-worker across from him. This results in the co-worker pulling out a Nerf gun, shooting the pen out of his hand; because talking it out would be too far-fetched. The co-worker’s decision turns out to be a colossal blunder, as the whole office breaks into a war; over a pen. Consequently, this example perfectly pertains to an individual not knowing how to deal with problems as the only solution the co-worker had in
In today’s society, highly addicting video games involving strong violence and language, explicit sexuality and crime often lead to inappropriate behaviors. Role playing games or RPGs allow us to step into a virtual world, cutting ourselves off from worldly distractions. Nowadays, the age range for people who play these extremely graphic games are anywhere from six to eighteen and are surprisingly hazardous to young children’s health. A study gave a group of players playing a violent video game the chance to blast a painful sound into their opponent's ear in order to get the upper advantage. They also gave another group playing non violent games, the same opportunity. The study showed that overall the gamers playing violent video games were more prone to inflict more pain on their enemies, unlike the other group who inflicted considerably less pain. Kelly McGonigal, Ph.D who did this study agrees, “violent video games desensitize players to violence, and makes them more violent in real life" (McGonigal). Young adults are exposed to these terrifying images, harming their mental health. In recent events, a young eight year old boy shot his grandmother after playing Grand Theft Auto. This game is the epitome of why young people should not be playing these games. It is comprised of murder, drug and alcohol abuse, criminal behavior, violence and general disrespect for women, and foul language. In summary, young people should not be playing these games in order to save their mental health. Furthermore, television contributes to desensitizing society with it’s ...
In recent years our society has experienced many tragedies in which teens have committed heinous crimes for no apparent reason. What inspired these attacks by teens on innocent victims? We live in a violent world and young people are exposed to this violence whether it's by television, music or the Internet. Video games have come under increased scrutiny as to whether or not the simulated violence in video games numbs children and teens to the consequences of real-life violence.
Children today are exposed to more graphic violence in video games compared to any past generations. This is because the media finds that making a profit, surpasses the lives of the adolescents that play these games. However, over time two set of views formed from the violence in video games. James D. Sauer, is a graduate of the School of Phycology. In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. 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
Is it possible that simulated violence has a negative effect on the lives of gamers around the world? Or could it be that violent crimes have actually begun to occur less frequently as the world of gaming changes and grows? Simulated violence in video games is beneficial to the minds of gamers. There is no proof of these violent games affecting actions in the real world, less violent crimes are being committed, and the simulated violence provides an acceptable distraction to gamers.
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...
video games often warp their sense of reality. The kids think that if they shoot a person in a game and nothing really happens then nothing will really happen if they shoot a person in real life. When video games first became popular, people may not have seen this as much of a problem because games were not very realistic. With the advancement of technology, however, video games are becoming more and more realistic. If video games become more realistic, children will forget what is real and what is simulated; a child seeing somebody violently murder another human being in a video game will have the same effects as seeing somebody murder another human being in real life. Witnessing these brutal acts of violence either will traumatize or desensitize them to violence. However, this is contradictory to the “Play is labile” theory (Schroeder 4), which will be discussed, in further detail.
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)
Have you ever wondered if violent video games can cause aggression in children? Thousands of children all over the world engage in violent video games for a large amount of time during their day. According to ProCon.org 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. I will be using naturalistic and case study research methods to determine if violent video games cause aggression in children.
Video games are a rapidly growing industry. There are nearly two games sold for every household in America each year (Anders 271). The vast majority of these are sold to adults, but there is no national law that prohibits minors from buying violent video games. A few states have legislation pending that will prevent this, but the fact is that minors do have access to violent video games. There is a voluntary rating system implemented by the ESRB, where games are rated based on their content. The games that are rated Mature are not supposed to be sold to anyone under seventeen and Adults Only titles, but “some retailers do not impose such limitations” (Anders 271). The bottom line is that minors do have access to these violent games.
“As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language within video games. Ratings have become more relaxed, and the lines between T (Teen) and M (Mature) rated games has gotten closer together. Violent games are becoming the normal and accepted of all games, and are being demanded by the gaming industry more heavily. Parents have always shied away from these games for their children, regardless of age. However, kids are getting these games whether they are the correct age (17+) or not. Young kids, less than ten years of age are playing horribly violent games and parents are fearing the repercussions. But video games are not to be blamed for child violence. Violence in video games does not cause children to become violent people later on in life.
Video games first appeared in the early 1970's. It all started with a simple white ball bouncing back and fourth on the screen. In 1986, Nintendo introduced its first line of home video game consoles. With the Nintendo Entertainment System (NES) on the market, the home video gaming industry surged and immediately became popular among children. Since then, not only have video games increased in popularity, but there have been vast improvements in graphics, game play, and forms of gaming. Today, video games have become the preferred choice of entertainment among children and teenagers. Research done in 1998 has shown that kids who own video games spend an average of 90 minutes a day playing them. Clearly the video gaming industry is a profitable one. With the increasing competition between gaming companies, the advancement of technology and content of games began to change. One of the most significant and concerning changes in gaming is graphics. With the improvements in graphics the content of the game became more and more detailed and realistic. Visually violent actions can now be displayed on the screen. Images of blood, flying body parts, and gore have been integrated into every aspect of today's video games. Violence has always been a common factor in many games, but with the improvements in graphics and capabilities of gaming consoles, a growing number of people are becoming concerned about the effects on our children and society.
Violent video games have become more realistic every year. Children spend about 40 hours seated in front of a screen killing cartoon characters. It has been debated whether minors under the age of 18 should play violent video games that contain physical harm, killing, and sexual assault. In the contrary, people say video games increases the capacity of learning of children, but violent video games cause great damages. Although there are an increase learning skills playing video games, violent video games should be prohibited to minors because it changes an individual behavior, physical, and brain.
Minors could also get older friends or siblings to play the games for them. There is also the issue of legality due to First Amendment rights. But despite these flaws, this is still the best solution as it offers the best of both extremes. In conclusion, despite improvements, violence in video games is still a problem. While not proven, they may have the potential to make a generation of callous, uncaring, violent, and unstable people.
Violent video games makes teens think violence is acceptable in problem solving. Teens usually play and use violence to solve any crime or any wrong business that might of have had gone wrong during any dealing of some sort. Playing “Grand Theft Auto” is the greatest example in which you go and use your fists or weapons of any kind ,and instead of peacefully resolving problems out peacefully it goes up to solving their problems with violence. Now, when it comes to real life conflict between one teen to another individual the first thing they think about is of the video game, what would so and so character in so and so game do? They go on into using violence.Instead of solving everything like normal civilized human beings, through either an agreement through verbal confrontation, they go on to violence as a easy way out which only causes more trouble. This is actually going into that teens which play these violent video games actually think violence is a real problem solving skill.according to the review “ Contributing to Youth Violence,(1)” “...violent video games teach youth that violence is acceptable conflict-solving strategy…” Showing how violence on video games contributes to violenc...