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Violent video games affect children
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Since the introduction of video games in the late 1900s, people of all ages have been captivated by virtual reality and experiences that can be shared by family and friends. Like many forms of media, video games have been the subject of continual controversy and censorship, due to the use of graphic violence, sexual themes, substance abuse, gambling, propaganda, profanity or any other sensitive subject matter in various games. The video game industry has dealt with several issues concerning their rating system in the past and people have wondered whether they need external help to address this problem. The video game industry is doing a sufficient job of regulating itself when involving mature content in violent games and the government should not interfere in this industry's ratings system. The early 1990s brought with it increases in technology and violent video games emerged with “person-on-person violence” which include games such as two graphic fighting games, Mortal Kombat and Street Fighter and a first-person-shooter zombie infestation game called Doom. By this time, youth violence had dramatically increased and peaked to one of the highest levels on record and various groups of school shootings shocked the United States. The more drastic response to this was the belief that video games were training young children to become murderers by simply playing these violent video games (Ferguson). In view of consumers’ violent nature, the vast majority of research concerning video games has focused on “the way game play impacts anti-social behavior” (Tear). The video game industry was aware of this issue and had to improvise quickly on a solution or there would have been a noticeable decrease in sales. Parents were and still are ... ... middle of paper ... ... Regulations That Protect Children from Violent Entertainment." The Huffington Post. TheHuffingtonPost.com, 22 Aug. 2013. Web. 6 Nov. 2013. McCauley, Dennis. "The Political Game: A Brief History of Video Game Legislation." Joystiq. N.p., 18 Aug. 2006. Web. 7 Nov. 2013. Robinson, Nicholas. "Video Games And Violence: Legislating On The 'Politics Of Confusion'." Political Quarterly 83.2 (2012): 414-423. Academic Search Complete. Web. 9 Nov. 2013. Schiesel, Seth. "Recruiting the Inner Military Hero in Men." The New York Times 15 Nov. 2011: C1. Print. Tear, Morgan J., and Mark Nielsen. "Failure To Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior." Plos ONE 8.7 (2013): 1-7. Academic Search Complete. Web. 9 Nov. 2013. Thierer, Adam D. "Regulating Video Games: Must Government Mind Our Children?" Cato Institute. N.p., 24 June 2003. Web. 5 Nov. 2013.
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.
Ulanoff, Lance. “Violent Video Games: Our Responsibility, Not the Courts.” PC Magazine 29.12 (2010): 1. Academic Search Complete. Web. 9 Apr. 2014.
Video games first appeared in the 1950s and were urbanized all through the 1960s. They came to importance in the 1970s and established an original and unlike entertainment industry in the world. These games have evolved notably with time and have become a culture on their own. Nevertheless, questions were raised about their effects on people which led to debates in societies about whether or not they should be banned. However, video games should not be banned in this age and time.
From the beginnings of the industry, violence in video games has been an issue of discussion. From the pixilated weaponry in 'Space Invaders' to the myriad of weapons in 'Unreal Tournament 2003,' games have evolved over the years. Newer games are more real. Their environments are more immersive. Small details such as rain drops or a falling corpse are now realistically detailed in the games we play. Because of this, some people believe that this level of realism is desensitizing our kids and making them violent. Fueled by the school shootings of a few years ago, these people are calling for the censorship of video games and regulation of the industry by the government. Based on bad research and faulty logic, these people seek to squash the freedoms of adults because of a perceived danger to children. Freedom of speech, in the form of video games, should be preserved because it does not harm our children and it furthers freedom.
...Freedom of expression and interactive media: video games and the first amendment. University of North Carolina School of Law First Amendment Law Review, 2(377), 377-402.
Suhn Lee, M., & Barr, R. (August 2004,). Effects of Video Game Violence on Prosocial and
ScienceDaily, "Could Violent Video Games Reduce Rather Than Increase Violence?" 2009 Web. The Web. The Web. 23 Apr. 2015. The 'Second http://www.sciencedaily.com/releases/2008/05/080514213432.htm
Violence in video games is a topic that has always been talked about. It is said that violent video games are one of the largest causes of many violent crimes. Because of its tremendous controversy of whether it’s true or not I decided to do my research on this topic. In Mass Communication: Living in a Media World, Ralph E. Hanson questions whether video games are even considered a “mass medium” (247) and then comes to a conclusion that it is. Like Hanson I also happen to believe that its part of mass media for various reasons. That reasons that brings me to that assumption are the regulations in video games, they all express different messages, and bring in a lot of money.
There are many controversies about video-games that vary from the idea that they lead to violence due to the graphic nature of some video-games, they are addictive, or they promote laziness and corpulence rather than going outside to be active. Contrary to belief there are many family friendly, educational, and fun games available if a person takes the time to look past all of the hype in the media about games such as Grand Theft Auto and Call of Duty. “Nearly 60 percent of the almost 1,700 ratings we assigned last year were E for Everyone, which means there’s a huge selection of games available that are appropriate for all ages,” says the ESRB’s Patricia Vance. If parents would take the time to pay attention to what games their kids are playing, then there would not be such a large controversy over this topic. It is a parents job to know their kids maturity level and be able to tell if their child is capable of handling certain games without taking the games to the literal level. If a parent disagrees with the content of a video-game, then they have the right to tell their kids that they are not allowed to play it. Despite the skepticism that is passed around about the “violence and mature content” in many video-games, there are many benefits that come from them. They have been proven by many studies to stimulate education, increase brain function, and improve motor skills. They have been shown to provide relief to mental pain and depression by creating a distraction from the issues weighing on a persons mind. Not only can they provide mental pain relief, some instances have shown that they can provide relief to people with a chronic illness or constant physical pain. Video-games have been shown to encourage social skills and int...
Video games currently play a substantial role in our culture as more than half of all Americas play some type of video game. ( Green, Bavelier, 2 ) Although the advancement of video games has gotten a bad reputation, there are still multiple ways that they can be used as helpful. If the right actions are taken, many negative consequences can be avoided and there can be positive outcomes. There will always be a market for violent and sexual video games. (Kearney, Pivec, 500) The time we spend is up to us. Online multiplayer gaming has become a hobby of many Americans and the trend toward online gaming should continue.(Green, Bavelier, 28)
Stohr, G. (2011, June 28). Court strikes down violent video game law in u.s,. The Calgary
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.
Video games have been around for a long time and have become exceedingly popular, especially the violent, explicit, and gory ones. Some of these violent games have had a negative impact on children, such as acting more aggressive or bullying others and having behavioral problems at home. The problem today with violent video games is that many people blame them for influencing children and teens to think that it is natural to be violent and aggressive towards others. Parents should not allow their children to play violent video games because they are not only disregarding the age restriction but they are also exposing their children into thinking that this type of behavior is acceptable. Every video game has a rating on it for a reason and that is to let the parents know what kind of game they are getting for their children, whether it is rated E for everyone or rated M for mature. Parents should know that if they buy an M-rated violent video game for their child, they should not be surprised when their child’s behavior and attitude goes sour. However, there are many studies about violent video games being both the cause of crimes and the cause of skill development.
Video games have existed since 1950, and throughout the years have become popular among children. Scientific studies tell that it is beneficial for children when they play video games because it increases critical thinking skills and problem solving. Although there are other factors that can lead a child to act aggressive like being bullied in school of their own house, playing violent video games also makes impact in them. The government should pass laws restricting children’s access to violent video games because they become aggressive when
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.