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Relationship between video games and violence
Do video games lead to violent behaviors
Relationship between video games and violence
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Americans have been blaming violent forms of entertainment since colonial times. From dime novels to music, to movies to television shows. The most recent medium are video games. Aided by crime-saturated news reports, a lot of people are convinced that video game violence transfers to real-life youth crimes like the school massacres. They think that violent video games make people violent, but that is not the case. Violent people play violent video games. Not everyone who plays video games are violent, but those who already are violent will play them as an outlet for their frustration and rage. If anything, video games keep violent people from going out and killing people in real life because they can vent in the virtual world.
People become violent because of a lot of different factors in life. The news media looks into those young people who massacred so many students and notice that they play video games and automatically claim that it was because of first person shooter (FPS) games or MMORPGs (massively multiplayer online role-playing game), that these kids snapped and woke up one day intent on killing. That is like saying that because these young people ate hamburgers and French fries that is what caused them to be violent. Or because they dressed like Goths, they turned violent. One does not have anything to do with the other. The news media fails to delve deeper and see other factors in their lives.
A study done by the Secret Service and the Department of Education to try and figure out the commonalities in school violence noticed that the most common trait shared was a history of suicide attempts and depression (Olson). That is not to say that every suicidal depressed student is going to become a mass murderer, but it...
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“Malvo team cites role of violent media; Movie, video games seen brainwashing defendant.” Washington Times [Washington, DC] 9 Dec. 2003: B01. Gale Opposing Views in Context. Web. 20 Dec. 2011.
Olson, Cheryl K., M.P.H., S.D. “Media Violence Research and Youth Violence Data: Why Do They Conflict?” Academic Psychiatery 28.2 (2004): 144-150. Psychiatry Online. Web. 22 Dec. 2011.
“Third student dies in Kentucky school shooting.” CNN. CNN, 2 Dec. 1997. Web. 22 Dec. 2011.
“Video Games and Violence: The Myth versus the Reality.” Supreme Court of the United States: Brown v. EMA/Entertainment Software Association, n.d. Entertainment Software Association. Web. 22 Dec. 2011.
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"In October 1997, a 16-year old in Pearl, Mississippi, first killed his mother and then went to school and shot nine students, two fatally; in December 1997 a 14-year old went to his school in West Paducah, Kentucky, killed three students and wounded five others; in March last year, two boys, aged eleven and thirteen, killed four girls and a teacher outside their school in Jonesboro, Arkansas; the next month a science teacher was shot dead, allegedly by a 14-year old, at a school dance in Edinsboro, Pennsylvania; last May in Fayetteville, Tennessee, an 18-year old student allegedly shot dead a classmate in the school car park; two days later, in Springfield, Oregon, a 15-year old opened fire at his high school, killing two teenagers and wounding more than twenty (police later found that his parents had been killed at home) ("Lesson"). On April 20th of this year, two teenagers enter their school and open fire, killing 12 students and one teacher before taking their own lives.
School shootings seemed like a new phenomenon, but they occurred for the majority of American history. The first school shooting occurred On July 26, 1764, when a Lenape Indian shot and killed nine children and the school master of the Greencastle, Pennsylvania school (Galvin): as noted in Appendix A. Since 1764, the number of school shootings rose exponentially. In the 1990’s, eighty-six school shootings occurred and between 2000 and 2014, 110 shootings transpired since 2000 (Killam,2008). The development of semiautomatic weapons lead to an increase in deaths. A study conducted in 1990 found through the years of 1986 to 1990; 71 people died, 201 wounded, and 242 people held hostage by school shooters(Galvin). While the area a school serves as one factor in the number of violent acts committed per year, school shootings have not been connected to this. The schools in Chicago dealt with more violent acts, but Sandy Hook Elementary, a small city school had relatively few violent acts committed by students.
Although no one can be entirely sure what motivates teens to commit mass shootings, there are theories that must be examined to develop solutions. One theory states that there are ten factors that contribute to the likelihood of a teen committing murder. These factors include an unstable home life, being bullied at school, obsession with violent entertainment, being suicidal, involvement with drugs or alcohol, involvement with gangs or cults, and mental illness. Usually at least four of these qualities are present in homicidal teens (Khadaroo). While many of these causes stem from home lif...
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 Columbine High School there were two students who wanted to commit suicide "Eric Harris and Dylan Klebold had plotted the massacre for a year as retaliation for what they saw as bullying and harassment from classmates " ( Moore Bowling for Columbine Movie ). Erric Harris and Dyln Kleblod had been depreesed due to their classmates bad treatement so they decided to commit suicide, they killed their classmates and a teacher then after that they shot themselves ." They used two sawed-off shotguns, a rifle and a semiautomatic pistol in a rampage that extended over more than four hours before the shooting stopped — allowing police to enter the school and find the bodies of Harris and Klebold and their victims"(Jost Gun Violence Article). This means not only people with mental illness who commit suicide, "but also" means that people who have been bullied by other people 's aggressive behavior which leads them to commit this kind of
psychcentral.com. 15 Nov 2013. “Violent video games are not so bad when players cooperate”. youthsciencejournal.com. 10 Dec 2013. “Growing Up With Media: Exposure to violent material”.
In order to solve the problem of violence in schools, we must first find out who the problem is. Being that not every teenager is prone to participate in such violent acts as what happened at Columbine, there must be specific environment imposed on a particular biology to turn a teenager into an Eric Harris or a Dylan Klebold. These are not normal, healthy teenagers, and they don’t just become killers overnight. They become killers because they are already deeply disturbed individuals who can be sent over the edge by all sorts of innocuous influences. Violent teens often have specific characteristics that put them at high risk for committing these crimes. These high risked students may display some of the following traits. First, violent students often indicate their intentions before acting violently through drawings or writings. (Juhnke et. Al., 1999) They also make threats of violence towards others. Next, students prone to violent behavior tend to have a history of violence or aggression. (Juhnke et. Al., 1999) This may include other students, boyfriends/girlfriends, and animals. Violent students often have hypersensitivity toward criticism. (Juhnke et. Al., 1999) These students report perceptions of being teased, harassed or being picked on by those they were violent toward. This tormenting can also cause a student to isolate him or herself and withdrawal from friends and family, which is another sign that something is wrong. Another fairly obvious characteristic includes those children who are inappropriately given accress to firearms. (Juhnke et. Al., 1999) When students are given a gun, it gives them a sense of power. Some choose to take advantage of that power, as we have seen in numerous high school shoot...
One spring day April 20, 1999 to be exact, a school named Columbine High in Littleton, Colorado was under assault by two of its own students. Within fifteen minutes of the first lunch period, two students carrying weapons killed thirteen and wounded twenty one classmates before they turned the guns on themselves, becoming one of the most disturbing school shooting in U.S. history. This generation comes from aggression, hate, and ignorance, the three principal factors that cause school shootings. High school is a place where bullying, teasing, intimidation, humiliation, disapproval, physical abuse and social isolation are an everyday occurrence.
Violent video games are undoubtedly a legalized drug to children and teens, numbing their thoughts and reprogramming their minds. Like a drug, it desensitizes them, and makes them more prone to violence. This idea of violent video games was not a phenomenon until the later 20th century, and evolved from racing into enemies, to free-for-all drug abuse and sexual/physical violence that most youth know and play today. These games have a detrimental impact on teens, making them eat more, become more aggressive, and wash away their morality. Although some may try to argue with reality, countering that its helps them socially, similar to the idea of teens taking drugs, violent video games reduce their overall health and need to be taken care of.
“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)
Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who demonstate aggression and violent behavior. (Ferguson, 2014)