Violent Video Games

1308 Words3 Pages

Will banning violent video games stop teenagers from committing violent crimes? Research has shown that violent video games will not turn people, more specifically teenagers, into psychotic killers. Video games are more of a hobby, or addicting obsession amongst teens. In fact, crime in America has been reduced because video games act as a way to vent out any anger or urges that can go through teenagers “Imaginary Guns”. “Teenagers are able to understand the difference of video game violence and reality”. Video games are said to be a poor influence on the younger generation of kids. Even so, more and more individuals, teenagers count in the category, are starting to play video games on a day to day basis. Video games are a form of entertainment to the new generation, just as songs are heard and television is watched by many individuals around the globe. Video games are interactive entertainment that actually can “work out” the brain by having to think of strategies in order to progress in a game or things of that matter. Video games have many positive effects on the brain and can keep the brain active by doing interactive objectives that video games have to offer. Let’s say an individual were playing a video game having to solve various amounts of puzzles in order to solve a murder case and catch the criminal, or maybe even find missing pieces of a puzzle just to unlock a gate. All these activities keep the brain active and focused on what a person(s) trying to accomplish in the game. This activity will expand the imagination and the brains way of thinking to solve each puzzle or event that plays out in interactive games. “Teenagers understand the difference between fantasy and reality, violence in a video game or not. Christoph... ... middle of paper ... ...ger effect than what it could be. Society should try to help persuade others that video games positively effect the nation and others who play it. Video games were created for positive reasons, and to increase human-kind’s technology and graphics. Let’s all call to action to help defend players and their games, as one can see they have major benefits that could improve society further than it already is. Word count: 1,671 Work Cited "Footnotes & Sources." ProCon.org. 19 Feb. 2013. Web. 6 Feb. 2014. “Imaginary Guns Don't Kill People Either”. The American Spectator Nov. 2013. Opposing Viewpoints In Context. Web. 19 Feb. 2014. “Studying the Effects of Playing Violent Video Games”. 12 Feb. 2013. The New York Times. Web. 5 Feb. 2014. Williams, Dmitri, and Marko Skoric. "Communication Monographs." ProCon.org. Pro Con, June 2005. Web. 5 Feb. 2014.

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