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The effects of video games on youth
The effects of video games on youth
The effects of video games on youth
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“Stop it!” a mom screamed at her 13 years old son who is misbehaving with her in public. They are in a game shop trying to buy a game that her son wants as a reward for his academic achievements at school. But then why does not Mom wants to buy it? “Son, this is not for you. This game is for people who are over eighteen,” Mom explained. “But Mom, my friends always play them. When I went to Tommy’s house last weekend, I played it also. And it was fun!” Son declared. This is a typical argument I have heard between parents and their children as I used work in a game store before. The parents of our society are not conscious of the violence a game can produce. Also many parents do not pay attention to the ratings in the video games because they suppose games are made for children so why would it be inappropriate or violent (Jenkins 1). Besides, these parents are not aware of the reality that game industry can and will design any game to attract the players whether the player is an adult or kid. During a personal interview, a Psychology professor strongly claims violent video games do affect a child’s psychology, and therefore it can lead the child to be aggressive and destructive. In addition, game addiction harms the children by many factors. For instance, it can make the child to be anti-social and stubborn. And as we are moving forward with modern technology, video game addiction is increasing in the society causing it a controversial critical topic for the parents and researchers to take notice of (Wagner 1). In 1999, Eric Harris and Dylan Klebold emerged with a massacre in Columbine High School in Denver. They killed thirteen innocent victims and injured twenty-three people by scattering thirty-one explosive devices. Later t... ... middle of paper ... ...s that violent video games do affect a child. Whether it is a less or more affect, it is not worth to ruin a child’s future. Works Cited Avery, Richard. Personal Interview. 02 December 2013. Johnson, Jerry. Personal Interview. 03 December 2013. Numan, Abu. Personal Interview. 04 December 2013.. Clark, Amy. “Experts Say Gaming Can Be a Compulsion As Strong As Gambling.” CBSNews. 3 July 2006. Web. 02 December 2013. Jenkins, Henry. “Reality Bytes: Eight Myths About Video Games Debunked.” PBS Kids. 2003. Web. 02 December 2013. Shin, Grace. “Video Games: A Cause of Violence and Aggression.” Serendip. 4 Jan. 2008. Web. 02 December 2013. Toppo, Greg. “10 Years Later, The Real Story Behind Columbine.” USA Today. 14 April 2009. Web. 02 December 2013. Wagner, Jennifer. “Addiction to Video Games a Growing Concern.” US News. 7 May 2008. Web. 02 December 2013.
April 20th, 1999, Columbine High School in Littleton, Colorado, experienced a mass shooting. Thirteen people were injured and more than twenty were injured. Twelve were students and one was a teacher. Two students, Eric Harris and Dylan Klebold opened fire on their high school for forty one minutes before turning their guns on themselves and committing suicide. School shootings are notorious for making headline news but in 1999, school shooting were not as prevalent as they are in the present day. The media blew up on the catastrophe that was Columbine and many questions were raised, who were these kids and why did they do this? Speculation arose about why they did it. Maybe they were bullied for being goth and social outcasts or maybe they
The columbine massacre the day where no one is safe in school or out of school. The columbine massacre is about two students named Dylan Klebold and Eric Harris both seniors 17 years old both two weeks before graduating they killed 12 students, one teacher, and 21 injured to their shooting on April 20, 1999. Both Dylan and Eric were some believe they were bullied by the sport teams in their school so they planned to kill the people who bullied them and other mostly anyone who gets in their way but that wasn’t really why the FBI he said that there target was everyone no one in pacify we will not get in to more details now. Dylan and Eric were both intelligent boys with solid parents and a good home and both had brothers younger than them. They played soccer, baseball, and both enjoyed to work on computers. Both boys were thinking on commit suicide on 1997 but instead started to plan a massacre in 1998 a year before it happened. Then the two boys had got into some trouble for breaking into a van on January 30, 1998 trying to steal some fuses and wires for bombs for them to make, but they got caught in trouble. So the court put them in a program called the juvenile diversion program, but even if they were there they were still planning the massacre and the court also put Eric in some angry management classes and people believe it worked but it didn’t he just did it to look like it work and both boys made it look like they were really sorry but they weren’t. Dylan and Eric both really hated everyone in their school and the court as well after they got caught breaking in to that van that’s when they really started to plan the massacre more and that’s when Harris started he’s journals no one really knows way but they didn’t hate a hand...
On April 20 1999, in a small town of Littleton, Colorado, two high-school seniors, Dylan Klebold and Eric Harris dressed in trench coats began shooting outside of columbine high school. The two boys then moved inside the school and gunned down many students in the library. Upon investigation it was found that the two boys arrived in two separate cars. At first they went into the school with two duffle bags filled with bombs set to the time 11:17, placed these bags in the cafeteria aiming to kill hundreds of students and faculty. They set these bags in the cafeteria without anyone noticing and came out to their cars to watch. When the bombs failed to detonate Dylan and Harris went on a shooting spree.
Children today are exposed to more graphic violence in video games compared to any past generations. This is because the media finds that making a profit, surpasses the lives of the adolescents that play these games. However, over time two set of views formed from the violence in video games. James D. Sauer, is a graduate of the School of Phycology. In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. Not every video game causes post game aggression, but documented in his article, “Players who enacted in-game violence through a heroic character exhibited less postgame
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.
“People are so unaware...well, Ignorance is bliss I guess… that would explain my depression.” (Klebold, Dylan). With that sentence, I divulged myself into the most horrendous, sad journal I have ever read, hoping to gain some insight into a disturbed young man’s mind. On April 20th, 1999, Dylan Klebold accompanied his friend, Eric Harris, in one of the most publicized and shocking school shootings of the modern day--The Columbine Massacre. With their sawed-off shotguns and godlike dispositions, the boys exacted their revenge not only on their peers, but on themselves. As the nightmare collapsed, and thirteen people lay dead, the questions began. How could two boys so young commit this crime? What forced them to be this way? For the Klebold family, one question remained: How had Dylan become involved in one of the crimes of the century?
On April 20, 1999, within the tiny, suburban city of Littleton, Colorado, two high-school seniors, Dylan Klebold and Eric Harris, enacted a full-scale assault on columbine high school throughout the middle of the school day. The boys' idea was to kill many of their colleagues. With guns, knives, and a large number of bombs, the two boys walked the hallways and killed. Once the day was done, twelve students, one teacher, as well as the two murderers were dead; and 21 of them were wounded. The haunting question remains: why did they decide to do this?
Video games have gotten a lot of negative attention in the media as a scapegoat for what is wrong with children. Are video games really as bad as they are made out to be? Alice Park, writer of “Little By Little, Violent Video Games Make Us More Aggressive” published on time.com, believes that video games are making people more aggressive. But within her article there are many flaws with her arguments; it makes a poor attempt to blame video games for events like the columbine shooting, racism, and hostile behavior. Park makes poor unsupported claims about the quantity and quality of games being played by children and the effects these games are having on them.
In the article, Don’t Withhold Violent Games by Jessica Robbins, the author clearly states that violent video games do not negatively affect a child’s well-being. Jessica’s opinion is that the government and parents should find solutions to the problems. However, the government should not be allowed to restrict people of age from purchasing a game of their choice. According to Jessica Robbins, there has been no correlation between violence in the media and crime rates. Jessica Robbins uses logos, ethos, and pathos to prove that violent video games do not affect a child’s well-being.
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.
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.
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
Some people believe that violent video games cause some behavior problems. It is not true; it is only their opinion. Violent video games cause people to start having behavior problems, what was that cause? It is only people; it has no effect on them, only their own action and their weak health issue. The violent video games for computers and consoles’ sale rate went up but violent crime offense went down. Video games are for players to have fun without cause any harm while they playing.
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).
The concerns of parents are that theses types of games are going to change their child’s life in a bad way. These ideas are true through tedious experiments that prove that violent games produce violent children. The games that cause the most fear are ones that give the players the opportunity to select their own weapon and decide what violent adventures they long to experience. A well known fact is that repetition increases the learning process. For example, when students are studying for a test they will incorporate the use of flashcards. Using the flashcards exposes the child to the information repeatedly until it is memorized. While playing these games, the player learns the patterns of games through repetition. By doing this they are unconsciously learning to act in the same way as the game. In March of 2014, the Center for Study of Violence at Iowa State participated in a study where they followed over 3,000 children over a three year period who played video games. Since the experiment was carried out over a long period of time, it was easy to spot out the effect of the games on the test subjects. The report discovered that the boys who played the hostile games had an increased amount of recorded aggressive behaviors, and although the girls in the experiment played less violent games than the boys, they still displayed violent behaviors (Gentile, 2014). The