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The effects of video games on teenagers
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The effects of video games on teenagers
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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.
Video games just like movies and music require regulations in order to be rated according to their content. Although the rules seem to be a little more rigid with videogames than they would be with movies and music. I always read and hear stories on the news that videogames contribute to teen violence. But I’m not sure I can agree with that because wouldn’t movies cause the same? Movies also contain violent substances that may be worse than videogames with the only difference that video games are more hands on and movies are not. Nevertheless movies are still showing an act of violence and you never hear anything about them causing a kid or teen to commit a crime. Even Steve Ogg which is the voice of Trevor Phillips in “Grand Theft Auto” says that “There’s a lot of intense stuff out there. Video games are just an easy scapegoat”. To me if anything “Violence exists because people exist” just like Jim Treacher says in an online article called “Video Games (STILL) Do Not Cause Violnce”.
I honestly don’t understand why all the blame goes to the videogame industri...
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... Debate. Game on. Retrieved from http://www.examiner.com/article/gta-v-voice- actors-speak-out-on-video-game-violence-debate
Thierer, A. D. (2003, July 14). Regulating Video Games: Parents or Uncle Sam? Cato
Institute. Retrieved from http://www.cato.org/publications/commentary/regulating- video-games-parents-or-uncle-sam
Treacher, J. (2013, September 23). Video games (still) do not cause violence. The Daily
Caller. Retrieved from http://dailycaller.com/2013/09/23/video-games-still-do-not-cause-violence/
Video games and age restrictions–the US and UK. Out-Law.Com. (2008, April).
Retrieved from http://www.out-law.com/page-5810
Violent video games and young people. Harvard Health Publications. (2010, October).
Retrieved from http://www.health.harvard.edu/newsletters/Harvard_Mental_Health_Letter/2010/October/violent-video-games-and-young-people
When the word “Native American” is mentioned, the first thing most people will think of is Indian gaming. As many people know, only Native Americans can conduct gaming while people from other ethnicity cannot. This leads to the belief that it is an indirect way for the American government to repay the tribal government for taking their lands. This is partially true. The right to conduct gaming on reservations begins with the Indian Gaming Regulation Act (IGRA). Since its establishment in 1988, hundreds of tribes are able to negotiate an agreement with the governments to operate casinos on reservation lands. However, this is not the only intention of IGRA. Although Congress says that the real purpose of IGRA is to allow Indians to open casinos so tribes can support themselves, it is merely a set of laws that limits the tribe’s right on gaming.
Do you think kids get more and more violent after playing video games? I think that kids do get more violent and learn more negative things from video games. Such as when kids play games like Grand Theft Auto 5 and Call of Duty they want to shot and kill people. Games like Call of Duty and Grand Theft Auto are rated M for a reason. An M rated game means mature, so you have to be 17 or older to purchase. Young 13 year olds should not be playing these games and getting so much negativity out of the game. So I think video games do cause kids and teens to do violent things.
The 1987 ruling of the Supreme Court in California v Cabazon Band of Mission Indians stated that tribes could operate facilities without any state regulation, as they were sovereign political entities. No federal laws regarding gaming existed at this time.
Nearly everyone likes to play console video games, whether the console is the Nintendo Entertainment System, the Sega Genesis, or the Sony PlayStation. But consoles break down, and the popularity of personal computers gave way to a special category of software called emulators, such as Nesten for the NES, KGen for the Genesis, or bleem! for the PlayStation. Emulators were not created to play video games; in fact, according to the Random House Webster’s College Dictionary, emulation means either “to imitate the functions of (another computer system) by means of software” or “to replace (software) with hardware to perform the same task” (429).
The documentary that I watched is named Mind Games: The Power of Video Gaming by filmmaker Ron Thomas featuring Brad Bushman, James Paul Gee, and Martin Burnbaum. Ron Thomas uses pathos, ethos and logos to explore the advantages and disadvantages of video gaming. I think the filmmaker succeeded in building a strong argument through his appeals to ethos, pathos, and logos. Ron conducts interviews with retro gamers and experts in psychology, linguistics and education.
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.
Of course, some studies (for example, Anderson & Dill, 2000) appear to show that violent video games can be related to aggressive behavior. However, the confirmation is not reliable and this issue is a long way from settled. Henry Jenkins of Massachusetts Institute of Technology and many other experts have identified that there is a diminished rate of crimes done by adolescents which matches with the popularity of games that are detected as violent, such as, Death Race, Grand Theft Auto, Doom and Mortal Kombat. He presumes that young players can leave the emotional experiences of the video game behind when it is over. Anyway it is reported that there are instances of young people who carry out brutal law violations who likewise invest extraordinary amou...
According to Henry Jenkins, an American Media Scholar and professor at MIT, “young people in general are more likely to be gamers —90 percent of boys and 40 percent of girls play.” That is an overwhelming amount of young people. In recent years, there have been incidents such as the Columbine school shooting which have shown young people committing terrible acts of violence. In the case of the Columbine shooting, the teenagers who committed the shooting were both found to be avid players of a violent computer video game known as Doom (Ferguson, 26). This has raised lawmakers and concerned parents to begin opposing violence in video games. These people believe that video games (and violent video games in particular) can cause young people to become extremely desensitized to violence, and in turn cause them to commit acts of violence that they would not have committed otherwise. However, these people fail to realize that our youths have been exposed to violence far longer than modern media has been around. For example, Wired.com writer Michael Venables points out that many of our classic fairy tales deal with violent conditions. He reminds people that “Cinderella’s evil stepsisters have their eyes pecked out by doves.” and “Hansel and Gretel kill their captor by baking her in an oven.” People who oppose video games pose a major threat to the development of youth in our modern society, because video games can have many positive effects on young people.
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
“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)
The debate about media violence has been going on for hundreds of years. The newest form of media being scrutinized is videogames. I will be taking you through this debate and sharing with you some things that you may find surprising. This is not a new topic and has ...
“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.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
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...
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.