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Research on violent video games and if they affect juvenile delinquency
Research on violent video games and if they affect juvenile delinquency
Negative impacts of violent video games
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Video games and juvenile delinquency
In the modern society’s setting, juvenile delinquency is at a rising trend. This is the most lightly penalized crime committed by minors worldwide. A delinquent is an underage person who indulges in criminal doings; these crimes are more often than not based on their behavior. Their behaviors are mostly characterized by carelessness, unnecessary roughness and wild nature. Delinquents are in every state worldwide. Juvenile delinquency has been attributed to lack of parental control, poverty and mostly video games. Violent video game playing has been correlated with aggression and this in turn contributes to violent nature of the youth.
Juvenile delinquency has become a serious worldwide phenomenon in the past few years. The criminal activities attributed to this are on the rise. Based on a research conducted, data from a sample of institutionalized juvenile delinquents, behavioral and attitudinal measures related to video games playing. Violent video games are associated with ant sociality and these effects withstand the robust influences of multiple correlates of juvenile delinquency. In the past few years, the number of violent video games has been increasing consequently this has been a major concern from teachers, parents and other authorities. Violent video games are deemed to be the contributory factor towards cases of youth violence. These games have been blamed for school shootings, juvenile crimes and sexist violence. Lionel Tate a 12 year boy at the time of his actions is a good case study to review. Tate was charged with first degree murder and was sentenced to life imprisonment with no parole on March 9; 2001.tate’s convic...
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... clear from the foregoing observations that violent games and violent scenes from these games majorly influence the behaviors of our today’s youth. To have any chances of success towards eradicating this, we need to publicize these events and let the public see the effects of delinquency. This will help in teaching children and the youths on how to prevent violence and crimes through solving problems in a non-violent democratic manner.
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References
From juvenile delinquency to adult crime: criminal careers, justice policy, and prevention. Rolf Loeber; David P. Farrington, oxford university press, 2012.
Juvenile justice source book: past present and future. Albert R. Roberts. Oxford university press.
Jenson, Jeffrey and Howard, Matthew. "Youth Crime, Public Policy, and Practice in the Juvenile Justice System: Recent Trends and Needed Reforms." Social Work 43 (1998): 324-32
The article “Do Video Games Kill” written by Karen Sternheimer addresses the widespread question; are video games the cause for “young killers”? (220) Sternheimer believes concern for the influence of video games may have on youth is spiraling out of control. She puts most of the blame for this out of control concern on the media. She also writes some about the politicians and the Juvenile Justice System. Sternheimer suggests that there are other factors to blame for violent behavior: poverty, the neighborhood, unemployment, family violence, divorced parents and mental illness (218). While it may be that juvenile crimes have declined, and personal backgrounds effect actions, it cannot be proven that video game violence has no to little effect on
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.
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
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 demonstrate aggression and violent behavior.
Tommy scuffles through the front door, drops his book bag on the floor and plops down on the couch with a scowl across his face. As his PlayStation fires to life, he replays scenes from the day in his head of being shoved into the lockers by Billy, unable to form the words to impress Sussie, and sitting alone at lunch listening to the popular kids laugh and joke, ignoring him as if he did not exist. No one understands him. No one cares about him, because he is not strong, charming, or popular. All that is soon avoided as Tommy dives into a world where he controls everything and everyone either fears or loves him. If he fails, all he must do is reset. Here he can be anything he wants, and he can do and have it all.
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.
Act-consequentialism is a moral theory that maintains what is right is whatever brings about the best consequences impartially considering. The main and most renowned form of act-consequentialism is act utilitarianism which advocates agents choosing the moral path that creates the greatest good for the greatest number, this being the most widely known form of act-consequentialism is the moral theory that I shall be concentrating on though out my discussion. Impartiality is the notion that everybody should count for one and nobody more than one, which is often considered to be a “double-edged sword” (Jollimore, 2017) meaning there is debate as to whether impartiality is a strength or weakness of the theory. Throughout my essay I attempt to point out an important misunderstanding made by theories that uphold impartiality as a weakness of act-consequentialism and how this could lead to the view that impartiality is in fact a strength of both act utilitarianism and act consequentialism.
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...
“YOU SUCK!” “I killed him!” “Head shot!” These are just a few examples of dialogue spoken by children while they are playing violent video games. These video games might seem like harmless fun, but what if the violence in these games is affecting the behavior of young players interacting with others?
There has been a mass increase of juvenile delinquency in the United States, which has made a notable change in our society as a whole. It also directly affects parents, teachers, families, the perpetrators themselves, and of course, the victims. Law enforcement agencies in the United States have made an estimated 2.11 million arrests of minors. These perpetrators who were arrested have either been placed in confinement or they are under court supervision. Juvenile delinquency is described as illegal or immoral behavior, generally among young people under the legal age of eighteen. In order to reduce these high rates of delinquency, parents, and other adult figures, must first ask themselves, what is causing this? What external and internal
In recent years, technology has developed very rapidly. This has led to many arguably both positive and negative changes in our everyday lives. One such change was the increased accessibility of personal computers and gaming consoles as well as the introduction of numerous video games. Due to their entertainment value, these games gained popularity among children and teenagers. Although many concerns have been voiced related to playing video games, especially those that are violent, [e.g., increases in aggressive behavior in children (Anderson & Bushman, 2001)], this paper will argue that certain video games also have beneficial effects. They should thus be played by children, teenagers and adults alike albeit with caution.
Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...
Juvenile delinquency is a problem in today’s society. The problem has created a broad spectrum of both social and individual factors. The more that society learns about delinquency the more capacity it will have to combat against it. The youth are the future of this world, a corrupted juvenile body will ensure great hazard over time. Rehabilitating juvenile offenders into conventional members of society should be the goal of the criminal justice system.
Social scientists have analyzed the factors that affect juvenile delinquency. Single parenting, violence in media, unfair social structure, poverty, and the lack parental guidance and discipline are factors of juvenile delinquency. Each of the factors plays a part in delinquency, but mass media has the starting part being the role that molds the dispositions that leads to juvenile crime. Our everyday lives are immersed with internet activity, television, radio, music, books, and video games. We are moving toward a world of mass media environment. Media in general has a powerful impact on whoever wants to truly define and understand the message that is being delivered.