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Are violent video games contributing to juvenile delinquency
Causes of youth violence essay
Are violent video games contributing to juvenile delinquency
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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 …show more content…
A 2009 study found that youth who play violent video games have a lower belief in the use of nonviolent strategies and are less forgiving than players of nonviolent video games. Violent video games surrogate a different way of thinking into violent video game players mind causing them to contrast ideas and decisions differently. Video game players use different conflict solving strategies while in the game, they start using those strategies so frequently and achieve such great prosperity, that when a real life conflict comes up in their life, they try using the method that worked for them while playing the violent video game because that help them achieve the great accomplishments. Yes, Proponents have great claims but that doesn’t mean that the Detractors don’t. Video game players understand that they are playing a game and they can differentiate reality from …show more content…
The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled. These statistics show how violent video games are not associated with juvenile violence because if they were, then the numbers for juvenile crime and homicide would have been dramatically over the top on the charts since the sales of video games increased. Take that into great consideration, violent youth my not be as connected to violent video games as we thought they were. Statistics show how there might be some violence but it is not as big as a homicide. Violent video games have actually helped in a way because these facts show that maybe if there wouldn’t have been video games juvenile crime would have increased since most youth want to commit some sort of violent act as they grow up. Video games allow youth to let that side out through the game so they won’t feel the need to do so in real life. Even though juvenile crime decreased since the start of video games there is still inadequate information to show that youth has not been committing small acts of violence such as the occasional
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).
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 that play violent video games at such a young age will have a bad effect on them. “Not everybody who plays these games will become murderers, just as not everybody who smoke gets cancer” (Quittner, J). Every day people play with these games will have an effect on the way they look at things, they will begin to have aggressive thoughts, and they will begin to have a change in behavior. On average boys spend thirteen hours per week and girls spend five hours on video games. This amount of time a week will have a major effect of these children minds. “Violent video games effect people. They increase aggressive thoughts, angry feelings, and physical arousal symptoms.”(Rollins 1)
The problem in determining a cause(s) is further compounded by mixed experimental findings. Scott (1995) did not find a positive relationship between video game violence and aggressive feelings among youth. In fact, there seemed to be a decrease in aggressive attitudes after playing violent games. These result seems to run counter to related studies concerned with the re...
All of the sources for this essay contain findings from the experiments that deal with violent video games’ effects on adolescents. The first article, Gabrielle Unsworth’s The effect of playing violent video games on adolescents: Should parents be quaking in their boots?, concurs the types of effects of violent video games on adolescents’ aggression, and that these participants show the different levels of angers during the experiment. The second and third articles, Krcmar’s Retaliatory aggression and the effects of point of view and blood in violent video games and Nicholas Carnagey’s The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior, are related to each other since they both have similar results that violent video games increase adolescents’ aggressive cognitions. They are all related to each other except the fourth article, Marjut Wallenius’ Digital Game Playing and Direct and Indirect Aggression in Early Adolesce...
Many people believe violence in video games result in violent outbreaks and unhealthy behavior in real world. Since the first Nineteen Eighties, violence in video games became a part of a political issue leading advocates to create theories that these styles of games are corrupting society. Studies have been created to seek out if there's a link between violent video games and violent behavior. Are these video games shaping today’s generation of youths to be violent? I believe that there's no correlation between violence in video games and violence in our society. I think this first of all, improves a large form of general skills, secondly, there are several alternative factors that contribute into creating society violent and finally, crime rates decrease because the quality of those forms of games increase.
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)
Playing video games does not cause violent behavior. Don’t get me wrong, some video games show horrific acts of violence. “A recent survey found that 92 percent of U.S. kids--ages 2 to 17--play video games, and their parents bought 225 million of them last year to the tune of $6.4 billion.” (Sider 79).What’s here to argue is that violent video games do not cause violence among children, but the blame for violence should be on the individual and people who should have taught the individual better. If kids are not able to see the difference between reality and fantasy, then they really can’t be blamed for committing acts they see in a game and then imitating, not fully understanding the consequences of doing it in the real world. Parents should be the overall deciders of what they want their children playing, watching, and doing. Being left with the right to raise their child in their fashion, parents should find out what the child is playing and limit or restrict them, so then parents can’t blame anything on video games if their kid commits a violent act. With video games as the new part of our pop culture, many adults find it hard to understand why children would want to spend so much time playing with these “idiot boxes”. With this lack of understanding comes fear, for, as humans, we fear what we do not know. So all that will come of this cycle is people will continue to play video games, something new in our pop culture will come and replace video games, and it will be radical for our pop culture and taken on as the root of all evil due to lack of understanding.
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.
The question is do violent video games influence children to act aggressively? And can repetitive killing train a person to be violent himself? Statistics have shown that the violence amongst young people has been increasing every year, conversely, so has the number of violent video games. Although the violence in these video games is fictional, research has proven the violence to lead to more aggressive behavior in children. Violent acts depicted in these games allow young children to believe that killing and fighting is acceptable and fun.
The question is, “Do violent video games influence children to act aggressively?” and “Can repetitive killing train a person to be violent himself?” Although the violence in these video games is fictional, research has proven the violence to lead to more aggressive behavior in children. Violent acts depicted in these games allow young children to believe that killing and fighting is acceptable and fun.
Several studies display that video games with violent content are related to more hostile behavior in teens. This is a concern because most of the popular video games contain violence. Part of the upsurge in aggressive behavior is connected to the amount of time children are permitted
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
When children see a violence, they want to imitate for it. After playing violent games, a teenager may lash out, if things do not go on his or her way.
In the 2014 editorial, “Do Violent Video Games Contribute to Youth Violence?”, Steven Markoff supports the claim violent video games cause violent behavior. He speaks to a curious audience of all ages. The article uses logos throughout creating a set opinion on the topic.