Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
How media contribute violence by video games
Attitudes to violent video games
Sociology of violent videogames
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: How media contribute violence by video games
In his article "Violent Video Games Recruit American Youth" from the journal Reclaiming Children and Youth, William Lugo raises awareness of the US Army's use of video games as a tool to recruit young gamers while arguing against the lack of ethics used in this technique. William Lugo introduces his article by describing a stunning event in which armed soldiers repell out of Black Hawk helicopters and surround Los Angeles' convention center to promote their game America's Army. He then goes on to describe the game and some of its objectives like how you are recquired to pass basic training, where you go through training exercises actually used in the military, and complete missions like defending oil pump stations from terrorist attacks. After describing the game, he gives a very important fact about the game that seperates it from similar games, it's free.
After talking about the game and the developement of game studios owned by the military, William Fugo discusses the military's involvement in former video games. Fugo gives information on the game Full Spectrum Warrior. He introduces it in the paragraph by saying, "the training simulator used by the Army for urban combat became available for purchase, under the title Full Spectrum Warrior." While talking about the game, Fugo points his audience's attention towards the fact that this game does not have pedestrians in the city even though the game is supposed to be realistic. He then gives two possible reasons the creators of this game did this by saying, "that kind of realism was deemed either irrelevant or too insane for potential recruits." Since the game was not produced or endorsed by the military, the game developers made sure to inform its consumers of its uninvolvement. H...
... middle of paper ...
... for higher recruitment?" He continues by giving an example, "while the military has admitted that America's Army is a recruitment tool, on the game's very website, they refer to it only as a 'communications strategy'" He explains one of the biggest issues with these games and why they are unethical, which is the gamers are unaware that they are being recruited or targeted. While discussing the ethical issues of this method of recruiting, he also gives it praise by saying, " While using video games to recruit youth is unethical, it is also brilliant." He goes into detail on how this process works on the consumers and how the game puts them through training that will prepare them for the actual military. He ends the article by giving the scenario of fiction meeting reality and unlike the missions in the games, the player/recruit will have real ethical issues to face.
I think everyone has wanted to be a Navy SEAL in one point of their life, but as they get older their dream of being the best of the best fades away. Marcus Luttrell has had that dream of being a SEAL since the age of seven, and his determination and will to survive the hardest training in military history, gave Luttrell the title of a Navy SEAL.
Over a three week period in October 2002 a series of random sniper attacks paralyzed the Washington D.C. area. The shootings happened in in various establishments such as super markets, gas stations, restaurants and near schools turning normal tranquil areas into chaotic murder fields. There were no age group, gender or ethnicity that was safe, Victims were randomly selected and everyone was targeted. After the murderous spree, ten people were declared dead and several others wounded. The perpetrators were finally apprehended while they were sleeping at a resting spot and later identified as forty-one-year-old John Allen Muhammad and his seventeen-year-old Jamaican-American protégé, Lee Boyd Malvo.
In the article ‘’Confessions of a Drone Warrior’’, published in the GQ in October 22, 2013, by Matthew Power, the author talks about a drone pilot’s experience after working with military drones for 6 years. In this article, the main point the author is trying to prove is that flying military drones is not some kind of video game, it’s as real as it gets, even though the pilot doesn’t actually take part in combat. It can change people. During his service, the Airman First Class Brandon Bryant killed 1626 people. It’s terrifying, considering that the pilot had to watch every person die. His job was to monitor people(normally high-value targets in Afghanistan) from the sky and when he got the command to kill from the authorities, he fired a missile
Jayson, Sharon. “Video Games Tied to Aggression.” USA Today. USA Today, 1 March 2010. Web. 24 October 2011.
...he propaganda that is shown to them about militarism, when we constantly see the good things that come out of war and never the negatives. Sports are not the only way that normalizes war but it is an important one that we tend to overlook. I never noticed the propaganda that was persuading me to be pro-war until reading “Pop Culture Goes to War: Enlisting and Resisting Militarism in the War on Terror.” I hope that people will realize what they are being exposed to so they do not make the mistake that many have made of going in to the army oblivious to the risks because unlike in sports the consequences are more severe than losing a game and being able to return home and continue on with your life.
The first point that needs to be addressed is how video games are used for training purposes. Video games are used by the United States Army to train soldiers (Suellentrop). America’s Army helps the soldiers develop their fighting skills (Suellentrop). This video game also helps to teach soldiers how to learn to function as a team (Suellentrop). Along with the Army, video games train individuals how to respond in emergency situations (Issitt). Video games train people in many ways, even if it is unknown to many people how important they can be to society.
Some historical figures have lived and died without their efforts and wishes for a better future for the Mexican-American community recognized. Fortunately, this was not the case for Jo Cox, who advocates for the Mexican-American community to this day. With her headstrong attitude and a tendency to stand her ground, Josefina Rodriguez Marques Cox is seen as a highly respected individual in the Hispanic community from the 20th century not only in San Antonio but across the United States.
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
After World War II, the military discovered that firing rates were extremely low, and officials were actively trying to seek ways to increase firing among riflemen (Grossman & DeGaetano, 1999). The true problem was that soldiers found it difficult to shoot down, and kill another human being. While they mechanically knew how to aim and shoot, taking another human life took its toll. The military then began using human-like simulations, to help dehumanize the enemy, and make it easier to shoot and kill. Video games are utilized to simulate enemies in deadly combat situations, and trains soldiers how to kill (Grossman & DeGaetano, 1999). This in turn, dehumanizes and desensitizes soldiers, so they are more likely to fight. The military used violent
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.
However, video games have not always been, and even today still aren’t, a completely accepted mode of recreation. These games have caused a large amount of controversy, dating back to one of the first games to come under fire back in the mid-1970s. The problem that certain groups in society saw with video games exploded with one of the more famous cases where a video game was brought to court over its contents in the early 1990s with the introduction of Mortal Kombat, one of the first household games that included blood. Even today, games continue to be criticized for characteristics that have been labeled as violent, sexist, or immoral and are blamed for instilling these ideas into those who play the games. However, these arguments do not have any merit. While video games may display actions and properties that have been deemed as cynical and detrimental, they do not cause significant negative behavioral changes in the players. It is the exact opposite: games have a positive effect on their players and the people around them.
On my fourteenth birthday, my friends, my mom, and I went to target so I could go pick out a video game for a birthday present. All my friends were telling me to get the brand new Call of Duty and how it was so amazing and lifelike it was. My mother was very skeptical and knew very little of the game except the big letters ‘M for Mature’, written on the front. After I begged and pleaded, she said sure and bought me the game. I played with my friends for hours on end putting no thought into what I was doing, until my dad was watching from the couch as I used a twelve gauge shotgun to blow a virtual players legs off or ordered attack dogs to hunt down and tear people apart. He was shocked that a company could get away with producing and selling a game like that. My dad, being a retired combat medic from the Vietnam War, sat me down after seeing that and said “Alex, war is not something that can be glorified and should not be taken lightly”. After talking with me I knew that even though I and my friends were enjoying ourselves shooting each other online, there is more to war than pure violence and destruction. Games like ‘Call of Duty’ and ‘Battlefield’ show inaccurate descriptions of war and how they mislead consumers to believe that war is glorified and you as a character are a super solider of good fortune.
By the end of the first day, 50 people were signed up, and by the end of the week, 112 people out of the 457 high school population had signed up to participate. The other principle of Gladwell’s that was highly effective in our product was the Power of Context, that interested participants as we anticipated, but also turned a large portion away. One of the fundamental ideas for our choosing of the Assassin Challenge as our product dealt the the Power of Context, as we made the assumption that high schooler’s would be interested in a game dealing with extreme competition and a base of violence without real worry of being injured. While this did happen, a game concerning ideas of violence also turned others away as real killings, making the game a sensitive or disagreeable topic for certain people. There was also the fact that our project was one of many being advertised during the same two weeks, overwhelming the target audience of Odyssey high schooler’s that most groups had. We would have benefitted choosing a different audience, as the context of our situation was already being
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).
With a huge projected screen replacing my perspective of the world around me, I jumped right into the immersive experience of playing one of the most realistic war games on the market: “Call of Duty: Modern Warfare 2”. Inside a fiery world of smoke, smog, and tall abandoned houses, adrenaline rushed through my brain and tensed my body with excitement as I followed a team of nine through a maze of doorways and alleys. I quickly lost track of them and I hid at the end of a small dead alley while I waited for something to move or make a sound. The sounds of action were in the distant; but this bunker, which seemed like an ideal hiding place, caught my attention. When I was going to run towards the bunker, movement to my right made me jump; and with a terribly aimed shot, I fired the majority of a round from my machine gun at my target until I eventually shot and killed it. “Headshot” huge words flashed for a second in the middle of the screen making me hungry for my next kill. A child having this same immersive experience would get used to destructing all these monsters, and will ruthlessly learn to put everyone else aside and focus on themselves winning (MC 10). Children would become selfish as they venture into a virtual world where accumulating grenades and throwing them into mobs of people actually builds up a higher score. “There is no ‘right’ or ‘wrong’–only success or failure” (MC 13). Because of the obscene immorality of video games, there should be a fresh genre of video games with unquestionable moral aspects.