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The effects of video games on teenagers
The effects of video games on teenagers
What affect is video games on teenagers
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The Ethics of Violence in Computer Games
Violence in video games was never a hot topic until April 20th, 1999. After the Columbine High School shooting rocked the nation with its unbelievable random brutality, a shocked nation searched for answers. There must have been some reason for Eric Harris and Dylan Klebold’s bloody rampage. The nation needed a scapegoat for this horrible event, something to take the blame. A lot of the blame landed on the media, the music industry, and violent video games. The debate over how video games influence kids still continues. There are many opinions on how harmful or harmless video games really are. Recently, many legislators seem to have decided that video games are, in fact, very harmful to kids. Legislation is currently being created to restrict and censor violent video games. Traditionally, parents have been the ones responsible and in control of what their children were exposed to on the computer. Now legislators want to govern what kids are exposed to rather than trust this job to the parents. This is a departure from how other forms of media are governed. Kids are legally allowed to buy any kind of music regardless of parental advisories and to view any kind of violence on TV. It is the parents’ job to determine if their kids are allowed to listen to that music or watch that TV. It should remain the same way with video games. It is unethical to take these choices out of the parents’ hands. It is the parents’ responsibility and right to raise their children how they see fit. However, the industry also has an important role to play. The music industry puts parental advisories on music content parents may find inappropriate and parents are informed of channel content when they sign up for cable. Likewise, the game industry needs to improve upon their methods of informing parents of the content in their games. Parents should be responsible for regulating the types of games their kids are exposed to, however, the video game industry has a responsibility to accurately and honestly communicate the level of violence depicted in their games.
The effects of video games on kids is a relatively new topic of research. Initial
studies have resulted in inconclusive and conflicting results. Most researchers have simply decided that video games should have the same negative effect on children as TV does, since the two mediums appear to be so similar.
Some psychologists theorize that violence is a learned behavior. Children learn by imitation. If this statement holds true, then are we not responsible to mandate the regulation of violent video games accessible to our children? The level of exposure and alarming growth rate of violent behavior being portrayed as an acceptable form of entertainment for children need to end. Children are a blank canvas; what parents, peers and society paint on them will help determine how they will live their lives. Parents need to step up to bat and accept responsibility for the decisions made within their parental control regarding the allowance of detrimental influences in their children's lives because we are entrusted with their welfare.
Recently, TransCanada’s Keystone XL pipeline has become a hot debate topic. Those who oppose the Western United States oil pipeline are misled and uniformed. The US Government should authorize the Keystone XL Pipeline that would import tar sand oil from Canada. The pipeline would generate jobs and help to remove foreign oil dependency, is the safest transportation option being considered and finally will not harm or affect the environment as opponents claim.
Picture this: a hero of great legends who travels to the underworld and back to get directions to his home from a blind prophet. It sounds like quite an impossible journey, but that is exactly what makes Odysseus all the more fascinating. The Odyssey, an epic poem orally transmitted by Homer, a Greek poet who wrote The Iliad, had to contain some variety of attributes that Greeks valued in a person. That one embodiment of what the Greeks found intriguing in a character is Odysseus. Odysseus is known as what is called an epic hero. An epic hero is a protagonist of a story that represents the most important attributes of a civilization. Odysseus, being based in ancient Greece, is the embodiment of intelligence, loyalty, and strength.
The Gestapo were a brutal and reckless police force around Nazi Germany that was truly a disgrace to society in my eyes. The Gestapo were essentially the police force of Germany at the time. They’re methods were notoriously brutal and they showed no mercy while prosecuting helpless Jews. While not as important as the SS, the bodyguards of Adolf Hitler, the Gestapo still played a big role into the way Nazi Germany was ran. As brutal as they were, it is hard not to admit that their fear tactics were one of a kind. The way they struck fear into the hearts of those who opposed them.
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.
The nexus of status, gender, and societal roles are consistently topics of interest among people, and can be found throughout the plays of William Shakespeare. More evident in their original production, however, through modern renditions and personal interpretation of readings these topics reoccur often His work dictated specific roles for men and women. Through analyzing said roles one can derive insights regarding the esteem of women and how the relative devaluing of women shaped normal gender roles. However, Shakespeare provides conflicting interpretations, dependent upon the light in which his work is read. Among the possible differing interpretations of Shakespeare’s “Twelfth Night” stands a reoccurring argument throughout history of, men vs. women in a battle of status/power. After reading the play one could make the argument that women are inferior to their counterparts, however, at the same time, the argument could be made that women have more power than men, and both positions be considered accurate.
The Gestapo, established in 1933, controlled originally by Georing and later in November 1934, was controlled under Himmler. The Gestapo’s job was to investigate and suppress all anti-state activities, and had a reputation of being very brutal and ruthless. It was not secret and was much feared. Terror atomised the nation, people thought the Gestapo was everywhere but in fact they were a very small number. The Gestapo controlled concentration camps.
Over the past 30 years, playing video games has become one of the most popular hobbies worldwide. Not only has the video game industry become a multi-billion dollar industry, but it has attracted people from all age types. While video games today are played by both kids and adults, there are many issues being raised regarding the effects of video games. More particular, is the effect that violent video games may be having on children. Some critics argue that video games are direct indicators of child aggression while video game supporters argue that there is no direct link between child aggression and violent video games. While many people have their own personal stances, this issue is unique because it is unfolding everyday. Scientists and researchers all over the world are continuously doing research regarding the effects of video games on children. Even though this remains a field of uncertainty for researchers, parents should definitely be involved in being aware of what it is that they’re children are playing when they play video games.
"Monkey see, Monkey do." Everyone has heard this phrase sometime in his or her life. This phrase is simple, yet very applicable to today's debate. When a child sees someone or something doing something. They will of course follow suit and imitate the action being performed. Children do not know any better. Therefore they are innocent and deserve to be respected. It is for these following reasons that we argue for the censorship of harmful materials that could influence a child or children into violent acts, expressions, and other dangerous actions. Through television, video games, and movies, children and teens view countless acts of violence, brutality, and terror as part of entertainment. They become conditioned to associating violence with entertainment. First-person shooter video games develop our children's skills in operating weapons. The games reward marksmanship, and further reinforce the association of killing with entertainment. In the past, the heroes of movie and television shows were usually people who strictly followed the law. Now, heroes are often people who take the law into their own hands, who see an injustice or evil and seek to rectify it personally, sometimes brutally, regardless of the consequences. Such portrayals signal, to a child, society's approval of that behavior.
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.
“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.
Odysseus’ story has been re-told, passed on, and admired for generations on end. This story not only shows a story of doing what you think is right, but it also show the story of one of the worlds most known hero. Odysseus is a strong hero, showing strength, courage, and weakness, which are all traits of many other heroes. Not only does he have these traits, but he is able to understand what is right for the whole group. He makes sacrifices that may be saddening and cause a loss, but help in the long run. But most memorable is the amount of cunning and wit he showed throughout the story, a reminder of all the epic things he did.
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
In 2008, the computer and video game industry has made $1.7 billion in revenue. Of this, 16% was made through the sale of violent video games (FYI: Video Game Statistics by the Entertainment Software Association | Critical Gaming Project). Many parents are concerned about these violent games because of how they can affect their children. Many think that these games are dangerous and should be banned. Others believe that the sale of these games should go unregulated. Whereas still others believe that there is a middle ground between these in restricting the sale or rental to minors.
In recent years, technology has developed very rapidly. This has led to many arguably both positive and negative changes in our everyday lives. One such change was the increased accessibility of personal computers and gaming consoles as well as the introduction of numerous video games. Due to their entertainment value, these games gained popularity among children and teenagers. Although many concerns have been voiced related to playing video games, especially those that are violent, [e.g., increases in aggressive behavior in children (Anderson & Bushman, 2001)], this paper will argue that certain video games also have beneficial effects. They should thus be played by children, teenagers and adults alike albeit with caution.