Video Game Industry Should Restrain Violence
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
The problem is, no one is exactly sure what is wrong with society. However, there have been no shortage of potential candidates. Perhaps the "40,000 killings children will see on television and in the movies by the time they are age 18" has something to do with it (see Gordon)? Maybe weak or uninformed gun laws are to blame? How about irresponsible parents or the loss of family values? Are overcrowded classrooms or a lack of school counselors the critical factors? Maybe the Internet has corrupted our youth? Did hyper-violent video games cause this "rash" of student violence? Or is it a combination of all of these factors?
The problem in determining a cause(s) is further compounded by mixed experimental findings. Scott (1995) did not find a positive relationship between video game violence and aggressive feelings among youth. In fact, there seemed to be a decrease in aggressive attitudes after playing violent games. These result seems to run counter to related studies concerned with the re...
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...gressive Behavior, Sept. 1992 v18 n5 p349-356.
Maker, J., Brittain, J., Piraino, G., & Somtow, S. Children Who Kill. World Press Review. June 1993 v40 n6 p21-23.
Malcolm, T. Teen Violence: Does Violent Media Make Violent Kids? National Catholic Reporter. May 28, 1999 v35 i30 p14.
Scott, D. The Effect of Video Games on Feelings of Aggression. The Journal of Psychology. March 1995 v129 n2 p121-132.
Unknown. NPD Reports the US Video Game Industry Hit An All-Time High in Annual Sales for 1998. NPD Group.
See http://www.npd.com/corp/press/press_990125.htm, Jan. 1999.
Walker, J. Bringing Art to Court. Reason. Aug-Sept 1999 v31 i4 p5-6.
Zillman, D. & Weaver, J. Effects of Prolonged Exposure to Gratuitous Media Violence on Provoked and Unprovoked Hostile Behavior.
Journal of Applied Social Psychology. Jan. 1999 v29 p145-146.
Furthermore, it may be of interest and relevance to understand that other research has shown that the brains of people with ADD have several regions, which are constantly smaller than those brain regions of individuals without the disability (Trusso). In this case, is ADD found on the "nature" side of the "'nature vs. nurture"? The article Inattention, Impulsivity, Hyperactivity states that even if there is physical brain-based difference, there is simply no reliable test to prove this.
Scientist believe the activity in the frontal lobes is depressed in people with ADD. Studies also show, a decrease in the...
Attention-Deficit Hyperactivity Disorder, more commonly referred to as simply ADHD, is the most commonly diagnosed disorder among American children today. According to the National Institute on Mental Health an estimated 3 to 5 percent of school age children are affected by this disorder. (1) There are more diagnosed cases of ADHD of in the United States than there are anywhere in the world. The main symptoms of ADHD include "developmentally inappropriate levels of attention, concentration, activity, distractibility, and impulsivity." (1) While the number of people diagnosed with ADHD increases dramatically every year, there is still much about the disorder that is not understood. While scientists have deduced that ADHD originates in the brain, they still have many questions about the nature of it. The classification of Attention-Deficit Hyperactivity Disorder has become quite a controversial topic in American society today. There are some who believe that by recognizing the symptoms associated with the disorder as ADHD; science is simply putting a band-aid on a problem that could be otherwise corrected with behavior modification.
Many Americans feel that the viewing of violence in the media reinforces negative behavior in society, especially among children and young adults. "Three thousand studies have been done since 1955 on the link between television and violence; 2,980 of them found a correlation between the two. We hear little about that because we get most of our news from television" (Peterson). With this much research one must acknowledge that there is a problem in America involving sex and violence in the media. We cannot blame all societal problems on the media and its portrayal of these issues, but we can become educated, ourselves, in order to better facilitate the healthy lives of our children.
The Encyclopedia of Cultural Anthropology (1996) was a helpful source to gain a definition on aging which includes the concepts of life course, seniority, and treatment of the aged. Aging can be measured by common biological content: proportion of the maximum fife span one has lived, performance on a series of physiological tests which index biological age, and patterns of the age­specific risk of mortality. Despite this universal biological content, it is notable that aging takes on a variety of forms, many which show regular associations with aspects of culture. Rather than focusing on age, it may be more appropriate to review the life cy...
Children today seem to be plagued with a chronic psychiatric condition called Attention Deficit Hyperactivity Disorder, otherwise known as ADHD. Estimates suggest that this disorder is affecting 3% to 5% of the children in this country (Bussing 233). In the United States this means reference is being made to nearly 5 million ADHD children. ADHD isn¡¦t just some convenient or fancy term for what parents would call a child who misbehaves. This condition, recognized in previous years as Attention Deficit Disorder (ADD), Minimal Brain Dysfunction, Minimal Brain Damage, Hyperkinesis and Hyperactivity, is a serious medical condition that is thought to cause inappr...
Many do not like to talk about their age and their aging process, because to some, chronological aging has much more meaning than just the number of years that they have lived (Hooyman et al., 2015). Age really is just a number. There are centenarians and super-centenarians, like Flossie Dickey, who are still going strong at and living their daily lives with minimal restrictions (Hooyman et al., 2015), and people who struggle at the age of 80, it is all about aging successfully (Hooyman et al., 2015). What it means to age in society is a constantly changing concept, and now that the baby-boomers are starting to reach their older adult stages, maximum life spans are continuing to rise (Hooyman et al., 2015), and we see more centenarians and super-centenarians and skipped generation households (Hooyman et al.,
In Thomas More’s Utopia, an ideal society is presented, and several of this society’s different institutions are detailed. I will compare More’s version of an ideal society with Marx’s vision of what a conflict free communist society would be. I will examine the societal system as a whole focusing on the hierarchy of Utopia, the process of production, distribution of resources, and money.
We have all encountered this situation: A small child is standing in the middle of a department store throwing a complete temper tantrum demanding a toy. His mother, exasperated threatens him with time-outs and other deprived privileges, but the stubborn child continues to kick and scream. In the "old days," a mother wouldn't think twice about marching the defiant child to the bathroom and giving him a good spanking to straighten him out, but these days, parents have to worry about someone screaming child abuse. Whether or not to spank a child has become a heated issue in today's society.
In Sir Thomas More 's Utopia, he creates broad distinctions between the way that things were done in his homeland, and they way that they are done in his fictitious country of the same name. In his writing, he describes many aspects of Utopian life, from geography to clothing, all in his attempt to create the perfect society, one that does not, and could not, exist. More specifically, he attempts to eliminate the follies of European society in his descriptions of the Utopians, referencing their societal pillars of utility, uniformity, and humility. He describes their government, clothing, opinions on precious metals, and euthanasia practices, all in an effort to display Utopia as a country of logic, built to hinder and prevent the possibility of human failings.
Drugs that are determined to be controlled by a governing body is listed in categories. These categories are listed on to six. The determination is a schedule one is the most addictive with no medical purpose down to schedule 6 that is the least addictive and high medical use. Nicotine and Caffeine are addictive, and relatively limited medical use, are not listed as a controlled substance.
Senate Committee on the Judiciary. “Media Violence Causes Youth Violence.” Mass Media. Ed. William Dudley. Farmington Hills, MI: Thompson Gale, 2005. 121-130.
The day was April 20th, 1999. During an otherwise peaceful day at Columbine High in Columbine, CO, two seniors—Eric Harris and Dylan Klebold—finally committed an atrocious act. That act had been in the planning for a long time, perhaps even since Harris designed a website for popular, controversial, extremely violent video game Doom in 1996. The Columbine High School shooting is known as the deadliest high school shooting ever, with its death toll of twelve students and one teacher, as well as twenty-four people injured. But little known for some is the fact that the Columbine shooting was what kick started the nationwide controversy over violent video games. Harris, for one, was an avid player of Doom, and some believe that’s what caused him and Klebold to even think of murdering all the people who had, according to Harris’ diaries, simply ‘annoyed’ him. The fallout of this incident was massive, but one of the long-lasting effects has been the worry in people’s minds that there is a connection between video games and violent acts performed by teenagers. Those who do believe that may claim that before the digital age, violent acts—at least those performed by teenagers—were few and far between. (This is an obvious rumor, not a fact.) If that were the case, it’s understandable why some believe that games are causing more violence in today’s youth. Teachers are worried about the issue, as are parents and government officials, and teenagers and game producers are involved in it as well. The issue itself raises many questions: are teenagers so easily affected by images on a screen? Is the world merely a product of its pastimes? If video games really do cause increased aggression in youth, what are people supposed to do about it? Despit...
There is no doubt of the fact that video games are becoming more realistic and violent, nor that they are becoming much more beautiful and engaging in the way they look. What many people doubt, though, is whether they have a profound effect on a person’s character or not. Aggression as a result of video games seems to be a nebulous issue among much of the public. The research is there, but it is fragmented and covers many different issues that could (and are) problematic as far as video games go.
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).