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Effects of violent video games on youth
Violent games argumentative essay
Video game violence leads to violence among the youth
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Recommended: Effects of violent video games on youth
If you have not heard, there is a debate going on about violent video games. The reason for this debate is because of violent crimes committed by youth. Many people blame violent video games for these crimes; they believe that they commit crimes like the ones in those games. Detractors disagree; they believe that violent video games have benefits for playing those types of games. Both sides have articles on a web site called procon.org which shows an copious amount of information for both sides. The “con” side gives out a more logical argument based on facts and statistics. The “con” side has a more convincing article filled with more facts and is based more on reason rather than emotion.
There are two sides to what people think of violent video games. There are the pros and the cons. People tend to lean more to the cons side as seen in this quote, “The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled.” As you can see the fact of this quote is that murders have not been committed as much and crime has dropped at the same time violent video game sales have raised. The “con” side is based on facts not emotion like the “pro”. You can see in the quote that you read earlier has statistics and not what people feel or believe which in this case is more reasonable. Ok let’s say that you read an essay similar to this topic and they talked about what people feel about youth playing violent video games, and now let’s compare that with juvenile crime committed by youth have dropped 49.3%. That’s not the same is it? Ok if someone were to say that violent video games still corrupt the youth...
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...times, this is a more logical fact though.
As you can see the “con” side uses more facts and reason rather than using emotion like the “pro” side. Because with all the facts used by the winning side (CON) they overcome the losing side (PRO). Now if you read this article you should try it out yourself go play a violent video game and see what happens to your behavior. Now it is my turn to really say what’s on my mind and why I chose the “con” side. The reason for me choosing the con side is because to me there really is no effect I know a lot of people who play violent video games and not one time have they tried something so stupid seriously would you commit a crime because you saw it in a video game I know I wouldn’t. The only thing I do believe in is that they make a law and enforce it, that people under the age fifteen should not be allowed to play M rated games.
...r easily purchase them without serious consideration for their youths wellbeing and evaluate for themselves if any videogames including violent ones, are beneficial for their children. Take for example “the case of the eight-year-old boy in Slaughter, Louisiana, who over the summer picked up a gun and killed his elderly caregiver after playing Grand Theft Auto IV”. At first glance it seems like the videogame might be the catalyst here, but upon closer inspection we can see that the big issue here is that there was the eight year old child had both unmonitored access to violent media that is intended for ages 17 and up, and unmonitored access to a loaded weapon. Adequate parenting in spite of the lack of supported scientific research being applied to this situation would have more than likely resulted in the survival of the elderly caregiver of the young boy.
Now a day every video game has something violent going on. Such as in 2010 the top 20 games out in the market were violent related. When a kid sees in a video game that he can beat someone else up and get away with it they think they can do that in real life. This will increase bullying and kids are being taught not to bully. Every kid plays video games even if it’s a racing game or a shooting game. In 2008, 97% of kids from the age of 12-17 played video games. Most M rated games have sexual violence and when a kid sees that in a game and then beats the girl up. The crime rate for rape will increase as it has. A study in 2009 found that it only takes a child four minutes of playing a game to make him have aggressive and violent thoughts going through his head. The critics of violent video game has that bully has increase 32% because of violent video games. Also in the study when a child sees blood when beating up or killing someone in a game he will have more aggressive thoughts than normal.
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.
Royal Van horn showed in his 1999 article, ?Violence and Video Games,? a large stance on the issue is not one of influencing kids actions....
However, many observations and research from various professionals prove otherwise. If video games were the cause of violence, then it would be common sense that an increase total sale of video games would increase the total number of crimes, would it not? Yet, according to ProCon, a nonpartisan, nonprofit, California-based websites that present research, pro and con statements, and studies on questions related to all debates, the total sales of video games hardware and software combined had a 204% increase from 1994 to 2014, while violent crimes had a 37% decrease in the exact same period of time. Living in today’s society, it is common sense that teenagers are the most likely to play video games, which would also be logical that an increase total sale of video games would cause teen violence to catapult. However, ProCon presented data from the National Center for Education Statistics, showing an overall 18% decrease in high school students who had been in at least one physical fight. There’s a common saying that numbers don’t lie; in this case, instead of skyrocketing as to how they were supposed to due to an extreme increase of video games sales, these numbers have plunged, which would discredit the claim of teen violence due to video
There are many views as to whether video game violence causes children to behave violently. Many children play violent games because that is what most people are playing and they feel that they need to do so as well. Violence is not only in video games but also in all other forms of media because that is what sells and what will make entertainment companies more money.
Topic: Supporting that violence in video games is does not cause violence in real life.
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)
Video games have been a growing industry for about 30 years and has never been bigger. As a whole, the industry made around $66 billion last year, and is expected to make even more this coming year. Because of this growth, gamers have sought better graphics, better stories, and even more violence. Developers have satisfied this want with more M rated games that include heavier violence, stronger language, sexual themes, and intense blood and gore. Past acts and laws have been put in place to try and eliminate violence in video games. These laws have stiffled the industry's freedom of expression and caus...
If parents allow their kids to play violent video games, then they will be more influenced to think that hurting people is okay. Kids should not have to express their anger through these kinds of games, because if they do, they could end up making more poor decisions later on in life. I think kids should not play these games unless you want your child to be suspended from school for beating up another kid or worse, in prison for slaughtering several people. It’s a bad road to go down. Clearly, I do not want your kids to grow up thinking that violence is okay. I want your kids to make the right decisions rather than making the wrong
Some people believe that violent video games can cause behavioral problems. This is not true; it is only their opinion. They may say people that play violent video games start having behavioral problems, and what was that cause? It is only people and it has no effect on them, only their own actions and their mental health issues. The violent video games for computers and consoles’ sales rate went up, but violent crime offenses went down.
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.
Throughout history many things in general have been improved upon. Four major improvement areas are: warfare, medicine, education of society, and technology. All of these improvements have brought with them positive effects. Warfare has allowed oppressed people to rule themselves; medicine has saved countless lives with vaccines and treatment programs; education of societies has allowed people to make their dreams come true; and, advancements in technology have made the previous three possible. With these positive effects also come negative effects, which are seen on a grand scale. Advancement in warfare has caused numerous deaths, medicine has advanced to the point where ethical questions arise because of cloning and stem cell research, the education of society in addition with the advancement in technology have allowed these negative advancements to be achieved.
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.
Kids who play violent video games are influenced to ignore the consequences of violence. Anne Harding from CNN says that “when your exposed to violence day in and day out, it loses its emotional impact on you” (web). This tells us that our growing society of technology is in greater risk for new violent generations. Furthermore, “Electronic Gaming Monthly” also thinks that “The implications are serious for an increasingly violent society and that these students will do more and more bad things” (Kusher, web). The author is making an inference that as the gaming community grows, so does the danger of violence. Clearly, we need to head the warnings that are given from these reports to protect our society.