We make the assumption that kids in our society this day have the opportunity to play different kinds of video games,but we came to a point in which we let them play violent video games. We do not realize if violent video games affects them in different ways or even to the point in which they come violente in their schools or in the home. I am in pro because there are many ways young kids become learners of what is around them. Today i am going to talk about how violent video games contribute to youth violence.
First of all, in the article “ Violent Video Games and the Supreme Court” by Ferguson(2003), it mention that “In 2005 the American Psychological Association (APA) released a resolution on video game violence linking violent video
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By an unknown author it states that “ Numerous studies have demonstrated that playing violent video games leads to increased aggression; thus, such games should be subjected to laws restricting children 's access to them. Violent video games are not like other forms of expression, because the user is an actual participant in the events portrayed in the game. Some forms of speech can be regulated under the First Amendment to the U.S.” There are many ways that people see video games aggressive and are concern about where is going to lead their sons and other kids. Families and friends are terrified with what is going to happen. In the article it mentions that “The debate over violent video games has raged since the 1970s, when such games first became common” there is a lot of different issues going around this topic but we never get to the right answer. In the passage it mentions that “ they claim, distinguishes them from other violent media. Far from serving any useful purpose, violent video games can alienate and isolate children, they contend, and potentially provide the impetus that transforms a troubled youth into a mass murderer”. We are able to contribute to a different perspective because when we see our kids playing violent video games we think that everything is alright but then we start seeing changes in their attitude, their dress code and the most important their thinking into a conflict between them and another friend. That why “In May 2003, Washington governor Gary Locke (D) signed into law a measure prohibiting the sale of video games depicting violence against police or other law enforcement personnel to those under the age of 17.” The concern that people were having came to a limit for the young but there is still more because young people always find a way to gain those video games with someone more bigger than them.
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.
In today’s society, video games have played a huge part in the children and teen demographic. Revolutionizing the future, popular titles have implemented realistic values and experiences to players all around the world. As the quality of graphics improve and the plot thickens, so does the violence, gore, and bloodshed. Individuals who devote countless hours staring at the television screen trying to triumph the top high score and levels do not realize the amount damage and violent acts they are causing whether it is secluded in a virtual world or to their brains. Simulating unarmed fist fights, gun shootings, and war could lead to aggression and actual real-life violent conduct. Violent actions and behaviors in these titles could also desensitize
Many of today's youth are easily influenced by their environment. Their environment can include their family, friends, school, and even media (television, music, video games). With technology rapidly advancing, video games are having an even greater impact on youth. In the last few years, there has been a steady increase in the amount of violence contained in all media, especially video games. According to Alison Motluk, "more than 90 per cent of American children play video games every day, and half of the top sellers contain extreme violence" (10). Playing these violent video games is having a direct effect on aggression levels as seen in the recent rise of school violence. Many times the individuals involved have stated that they got their ideas from playing violent video games. Obviously, with youth violence on the rise, changes need to be made in order to help control this situation. A stricter rating system needs to be applied to video games, and more importantly the new rating system should be heavily enforced wherever video games are sold so that maturity levels are met before being allowed to purchase a video game.
In the article, Don’t Withhold Violent Games by Jessica Robbins, the author clearly states that violent video games do not negatively affect a child’s well-being. Jessica’s opinion is that the government and parents should find solutions to the problems. However, the government should not be allowed to restrict people of age from purchasing a game of their choice. According to Jessica Robbins, there has been no correlation between violence in the media and crime rates. Jessica Robbins uses logos, ethos, and pathos to prove that violent video games do not affect a child’s well-being.
Ever since the creation of video games, people have been entertained without the need to go out to the movies or some other outdoor activity. However, people never realized that video games could influence children emotionally. Apart from the discussion that video games, or other activities that have to do with television, can ruin people’s vision, violent video games can influence children to develop aggressive behaviors. There have been situations worldwide, like the Columbine High School shooters, where video games were to blame. Some laws were even passed to lower situations similar to the Columbine High School Massacre. For example, California passed a law in 2005 that would have required violent video games to include an "18" label and criminalized the sale of these games to minors. Video games can influence children in the US to develop violent behavior.
Video games are one of the most addictive things in the world. Researchers said that more than 1.2 billion people are playing games worldwide whatever genre is. Many people buy it to have fun with friends, other people buy it for themselves, and others just buy it because they don’t have nothing to do at home. What many people concern about is whether or not kids should play video games. In my opinion, I believe that video games can make kids more violent for three main factors.
As we hear about shooting sprees at local high schools, people immediately begin to lay blame for the event on the video gaming industry. Critics then use these events to raise their voices against the violence that is portrayed in many of the popular video games. Critics proceed to try to ban the sale of these video games without having any real proof of their accusations. Video games do not contribute to youth violence because there is an excellent rating system in place, the simulated violence provides an outlet for aggression, and the research that critics use is flawed.
In the book “Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy,” the authors relay the general information concerning the history of violence in video games as well as the beginning of the issue of violence in video games (Anderson, Gentile, and Buckley 2007). They state that it was “during the 1990s that violent games truly
It's a surprising fact that 90 percent of young boys and 40 percent of young girls play video games on a regular basis. The real question is how many of those young people play violent video games, and of those, how many have become more violent as a result? Although some people don't believe that violent video games are harmful to young boys and girls, they are harmful because they cause more aggressive behavior and they desensitize.
Since violent video games, like Mortal Kombat, were created, adolescents who play these games become more aggressive than before. To me, playing violent video games is unsafe for these people since they have the negative influence on these people. I believe that researching on that topic would help us get the sense of what problems to avoid. I wish to know what are the possible effects of violent video games on adolescents’ aggression. The independent variable is violent video games, and the dependent variable is adolescents’ aggression. My hypothesis is that adolescents who play violent video games become very aggressive than those who don’t. For this essay, I would like to present the findings from each article that will answer the topic I selected.
“Contrary to the claims that violent video games are linked to aggressive assaults and homicides, no evidence was found to suggest that this medium was a major (or minor) contributing cause of violence in the United States.” (Markey, 290)
Strasburger and Donnerstein are the author of the article, “The New Media of Violent Video Games: Yet Same Old Media Problems?” They are trying to prove that there is a negative result on children and young adults who play video games that are extremely violent, as well as watching violent television shows and violent movies. The authors also believe that children and young adults that are frequently engaged into video games that are really violent and television show as well as movies that are PG-13 or R rated are a result of the mass shooting in 1998 in Jonesboro, Arkansas and in 2012 there was also shooting in Aurora Colorado and Newtown, Connecticut. This has believed to have caused a major issue of media effects, especially violent video games on young people (Strasburger & Donnerstein, 2014).The aurthors, Strasburger and Donnerstein stated that most parents and guardians, including foster mothers in the United States of America thinks that it is a fact that because of extreme exposure to violent video games and television movies have cause children to be aggressive, hostile and having behavioral problems (Strasburger & Donnerstein, 2014). The authors also discussed issues on different major topics, for example, the devices for the confinement of hostile behaviors and attitudes in violent video games, such as hostile virtual reality and continuous violent actions.
Violent video games have been rumored to encourage and cultivate aggressive behavior in primarily male adolescents. These assumptions are not as stable as they would like one to believe. According to Christopher Ferguson, Chair of Psychology at Stetson University, and Patrick Markey a psychology professor at Villanova, “[A]bout 70 percent of the male students habitually play violent video games…those who perpetrate acts of violence in schools re more than three times less likely to play violent video games than an average high school student.” The pair have consistently been stating the lack of evidence and this idea is further supported by John Riccitiello, then CEO of EA, says “[The] hundreds of
The article stated that ¨Itś possible that someone who buys and plays the game will later go on to carry out a horrible shooting¨(Klain 1). This supports violence in shooting because not only are video games fun they can cause violence and kids might think it might be fun to do real life shooting. Another reason we should not play video games is because it can maybe cause school shootings or anywhere else than can get out of hand. The article stated
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.