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.
“Most reported effects of videogames – particularly in the popular press – appear to centre upon the alleged negative consequences… Research has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem,” (Griffiths p. 47), states Mark Griffiths in his article, “The educational benefits of videogames”. When people think of video games, they often tend to think about the negative side effects that video games can have on a person. Will Wright in his article, “Dream Machines” also defends video games by providing positive effects that video games have on those who play them. Wright presents
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 aggression than players who enacted comparable levels of in-game violence through an antiheroic character” (Sauer 205). As a graduate of Radboud University, Isabela Granic brings to light the reasons why the youth actually benefit from playing violent video games. For example, in her article, “The Benefits of Playing Video Games,” Granic illustrates the fact that children gain social skills, highly efficient motor skills, and the understanding of the human body as a whole. Noted by the author, “Whereas adolescents and adults often use self-disclosure and direct discussion with close friends to resolve emotional issues, children use play to work them out through pretend-based narratives enacted either alone or with others” (Granic 67).
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.
Since the 1970 video games have become more popular than ever before. Generating 11.7 billions of dollars of sells every year or more, the video game industry is considered one of the largest industries in this century. However, video games have been a topic of controversy. With the sales of violent video games going up and the increased violence in schools and teenagers, video games are always to blame. Many people speculate that video games are the cause on why many teenagers have developed aggressive and violent behavior, are desensitize to violence, and the increase violence in schools and public places. In contradiction, video games have little or no fault in teenagers’ violent behavior and shouldn’t always be blamed.
Children playing such harsh games forty minutes a day will result their mind to alter. “A dose of violent gaming makes people act more rudely than they would otherwise” (These games have a huge result on the user’s brain. “Violent games activate their anger center while dampening the brain’s conscience causing them to become more violent” (“Children and Violent Video Games” 1). Teenage brains are in the middle of growing, so it is very penetrable for video games to have a major impact on the child’s mind. “Playing violent games correlates to children being less caring and helpful toward their peers” (“Children and Violent Video Games” 1). After these games get into the players mind, they began to plot disasters: shootings, bombings, and theft.
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.
There is much persistent debate throughout culture these days concerning video games. Common questions asked are things like ?Where should the lines be drawn in terms of content? and What audience, if any, is this appropriate for? As lawyers fight, bizarre crimes are blamed on video games, constant studies take place, and technology continues to evolve, the video game world continues to thrive and be extremely profitable. While there is near-constant focus on the supposed ?negatives? of games like simulated killing, drug use, or sex, most people, especially those completely outside of gaming circles, fail to acknowledge that gaming of any kind can possibly have positive effects on players. While increased hand-eye coordination is a common benefit attributed to gaming, one particular study conducted revealed a mixed bag of possibly positive and negative effects.
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.
Have you ever wondered if violent video games can cause aggression in children? Thousands of children all over the world engage in violent video games for a large amount of time during their day. According to ProCon.org 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. I will be using naturalistic and case study research methods to determine if violent video games cause aggression in children.
However, video games have not always been, and even today still aren’t, a completely accepted mode of recreation. These games have caused a large amount of controversy, dating back to one of the first games to come under fire back in the mid-1970s. The problem that certain groups in society saw with video games exploded with one of the more famous cases where a video game was brought to court over its contents in the early 1990s with the introduction of Mortal Kombat, one of the first household games that included blood. Even today, games continue to be criticized for characteristics that have been labeled as violent, sexist, or immoral and are blamed for instilling these ideas into those who play the games. However, these arguments do not have any merit. While video games may display actions and properties that have been deemed as cynical and detrimental, they do not cause significant negative behavioral changes in the players. It is the exact opposite: games have a positive effect on their players and the people around them.
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve
Overall, video games, without doubt, have a major positive impact on our healthy living, future opportunities and general lifestyle by enhancing our abilities in eyesight, and fighting obesity. Furthermore, video games create new, more interesting job opportunities, and increase our chances in becoming successful, more accurate surgeons. Lastly, video games make our lives even better by keeping down our stress levels and increasing our reaction time and accuracy for the optimal lifestyle which all human beings seek and would like to grant the upcoming generations.
First video games are not harmful to the public quite the contrary actually. Many video games encourage social behavior and team work whether that is the two player cooperative shooter game that two brothers play together working as a team inspiring positive feelings overriding the negative ones as stated in the study coauthored by David Ewoldsen. Or a family on game night all playing a game together and having a great time and bonding together because of the experience. And many games today don’t stop there at just play together and have fun. Many games promote teamwork skills through puzzles which can be solved together, or enemies that the players must work together to defeat. These positive social effects are not limited to one’s family but extend into online play, where one can converse and enjoy his time with others, creating entire
In the United States, approximately 97% of adolescents between the ages of twelve and seventeen play violent video games. Video games are defined as electronic games in which players control images on a video screen with a controller. Video games are labeled as violent when they are rated “M” for mature, which means that the content will contain intense violence, blood and gore, and strong language. Considering the vast number of adolescents who play violent video games, and that an estimated 85% of video games on the market contain violence, there are three sociological perspectives regarding the effects that playing violent video games have on adolescent violence. Structural functionalists believe that there is no causal link between
Bang! Bang! Bang! That’s a kill! Bonus points for Headshot. The little kid gets excited for the whole day because of what just happened and during dinner he pulls out a fake gun and starts shooting it. This is exactly why Proponents take their side in this argument by saying that violent video games contribute to Youth Violence. However Detractors argue that there is more to youth violence than just violent video games. Evidence from Procon.org supports both of their claims by stating their reasons for each of their beliefs. The Proponents to this argument have a stronger reasoning for their belief such as facts that will make you take on their side of this argument. However I belief the Detractors argument is much more reasonable than the Proponents argument because they base their claims on logical reasoning.