Violent Video Games Sociology

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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 …show more content…

Does playing violent video games contribute to adolescent violence?
Structural Functional Violent video games have been condemned due to the presumed increase of violence in adolescents, nevertheless, structural functional thinkers assert that there is no causal link between violent video game use and adolescent violence. For instance, according to the article, “Violent Video Games”, the “total U.S. sales of video game hardware and software increased 204% from 1994 to 2014, reaching $13.1 billion in 2014, while violent crimes decreased 37% and murders by juveniles acting alone fell 76% in that same period” (para 4). While the sales of violent video games have drastically increased, violent adolescent crime rates have drastically decreased. Adolescents are too occupied playing their violent video games that they do not have enough time to commit violent acts, hence the 76% decrease in crime rates. Adolescents who play violent video games can distinguish between inflicting pain in virtual reality games and inflicting pain in real life. Despite the lack of confidence …show more content…

Symbolic interactionists, nonetheless, infer that violent video games can contribute to adolescent violence depending on the situation. For instance, the article, “Online Gaming Addiction Can Cause a Host of Mental Health Problems” states that, “80% of online gamers sacrificed at least one element of their lives, such as sleep, work, education, and socializing with friends, family, and partners, to play online games” (para 7). In addition, adolescents that play violent video games “had higher scores for depression, lower scores for social belonging in real life, lower scores for self-esteem, and reduced ability to cope with emotional problems” (para 18). Lastly, an approximate of 90% of adolescent males play violent video games, thus, violent crimes committed by adolescents should not imply a connection. According to the article, “Violent Video Games”, “an estimated four out of five U.S. households with a male child own a video game system. Although boys play an average of nine hours per week, only a small percentage of them display violent behavior…Finding that a young man who committed a violent crime also played a violent video game, is as pointless as pointing out that the criminal also wore socks” (para 18). Symbolic interactionists believe that violent video games may have an influence on adolescent violence, depending on the

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