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“I feel like getting a baseball bat, breaking it over his head, and then STABBING him with the broken end!!!!” vents Eric Harris about his local weatherman on his web page (Anton 5). Harris, being one of the killers in the Columbine High School shooting, was called a “die-hard gamer who loved the interactive bloodbath called DOOM” (Anton 2). Doom was thought to be one of the factors in Eric Harris’ violent tragedy. The question is: did playing Doom lead to him being a violent child, or did being a violent child lead him to playing Doom?
Proceeding my perusal of articles and research, written by authors with scientific credentials or otherwise, I have concluded that video games are no more to blame for the ebullition found in today’s society than any other possible cause. However, the incessant brouhaha as well as the negative notoriety surrounding media and video games refuses to cease or let up. These claims—for or against video games—are ultimately subjective and inconclusive and very little can be confidently derived from them. Granted, the violence found in our youth is growing rapidly, and there must be external reasons for that, but using video games as a scapegoat will not rectify anything.
Video games have been subjected to much finger pointing and blame for the too often seen violent tragedies as of late. David Grossman, a military psychologist that researches “killology,” is one of the many who provides his opinion against video games. Killology is a term he coined for the study of the methods and psychological effects of training army recruits to circumvent their natural inhibitions to killing fellow human beings (Grossman 1). By observing past wars (preceding killology), one can see how much people will...
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...C IGN. 19 March 2002 http://pc.ign.com/articles/091/091815p1.html
Grossman, David. “Trained to Kill”. Christianity Today Magazine – COVER STORY: Trained to Kill. 10 August 1998. Christianity Today. 20 March 2002 http://www.christianitytoday.com/ct/8t9/8t9030.html
Anton, Mike and Lisa Ryckman. “In hindsight, signs to killings obvious”. In hindsight, signs to killings obvious. 2 May 1999. RockyMountainNews.com. 20 March 2002 http://denver.rockymountainnews.com/shooting/0502why10.shtml
Tzemach, Gayle. “Blood and Gore Onscreen”. Violence Invades Video Games. 1 December 2001. ABC News. 19 March 2002. http://abcnews.go.com/sections/tech/dailynews/internetgames981201.html
Zarozinski, Michael. “Video Game Violence”. Violence in Video Games. 12 September 2001.
Louder Than A Bomb. 19 March 2002 http://www.louderthanabomb.com/vg_voilence.htm
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.
The number of ancient extinct volcanoes for the tens of thousands; where there are volcanic rocks in most regions of the earth, and the significance of the volcanoes in the following:
Throughout the novel, Life of Pi by Yann Martel, the notion of how the concepts of idealism and truth mold an individual’s life are vividly displayed. This is emblematized as Pi questions the idea of truth and the affects it has on different aspect of life, as well as his idealistic values being transformed due to the contrast between taking action and sheer belief. The messages generated will alter the way the reader thinks, as well as reshaping their overall perception of truth.
Many People have put their attention directly on the influence violent video games have on the bad behavior of children. People believe videogames intensify aggression in children, while others say it can be a safe getaway for a child to express his aggression. Many opinions on this issue are stated still today, and they remain divided amongst the people who claim videogames to be a cause of aggression and those who claim otherwise. A child’s behavior can not be determined by violent video games, but instead is caused by a variety of environmental and domestic factors. It is easy to blame video games on violence, instead of looking at factors such as economic status, familial issues, and exposure to other entities such as television and media. This paper will bring forward the opinions of those who believe in no relationship between violent video games and bad behavior with one counter argument expressing the opinion of those who believe there is a relationship.
Pi turns to God and says aloud, “‘Yes, so long as God is with me, I will not die.’” (Martel, 148). Instead of giving up, he used a miracle that God gives him and turns it into a routine. His belief of God watching over him gave him a lot of motivation Pi explains his struggles when he says “You might think I lost all hope at one point. I did. And as a result, I perked up and felt much better. We see it in sports all the time don’t we?” (Martel 134). At this moment, Pi decides to disregard Richard Parker and focus on his thirst. He thinks back to how when Jesus was crucified, that his only complaint was thirst. This gave Pi a reason to help himself by letting go of his worrying. As he slowly becomes more depressed, Pi comes to the realization that “God’s hat was always unraveling. God’s pants were falling apart. God’s cat was a constant danger. God’s ark was a jail. God’s wide acres were slowly killing me. God’s ear didn’t seem to be listening.” (Martel, 209). Whenever Pi starts to upset about his situation, he yells about how everything symbolizes God. Although sometimes it did not help, Pi says that he will continue to hope and love
Life of Pi is so compelling to read and yet it is such difficult concept to truly understand. Yann Martel's novel, Life of Pi, is the about of Piscine Patel, who prefers it as Pi. At his age of sixteen, he survived for 227 days on a lifeboat in the Pacific Ocean with a hungry tiger to worry about. There were other inhabitants on the boat as well, a zebra, a hyena and an orangutan. Yann Martel is such a great author that he has masked one story over the other story though the work of Pi. Pi hides his second, true story by trying to give the people on the boat different appearances, in his devout triad of religions, and disembodying himself from his own thoughts. Pi hides his second story, in the first story, by trying to disembody himself from his own thoughts. To do so he had used physical look of Pi’s emotions, religion, and though circus acts.
“The presence of God is the finest of rewards.” (Yann Martel, Life of Pi 63) In Yann Martel’s riveting novel “Life of Pi” The basic plot of survival unfolds, however, this essay will show how the hidden yet the dominant theme of religion throughout the story is what helped the main character Piscine Molitor Patel (Pi) survive.
One of the more famous incidents where video game violence impacted the lives of youth and their environment is the case of the Columbine massacre. The incident preceded several studies linking media violence to violence in young men. In an effort to dismiss the claims of video game violence association to childhood aggressive behavior a number of myths became associated with the connection of video games violence and its effects the players, particularly the
Pi, short for Piscine, meaning a rational source of water, is a rational man living in the irrational world, who believes in not one, but three religions, which some may say is irrational. Pi, whose family owned a zoo, faced many hardships
The early 1990s brought with it increases in technology and violent video games emerged with “person-on-person violence” which include games such as two graphic fighting games, Mortal Kombat and Street Fighter and a first-person-shooter zombie infestation game called Doom. By this time, youth violence had dramatically increased and peaked to one of the highest levels on record and various groups of school shootings shocked the United States. The more drastic response to this was the belief that video games were training young children to become murderers by simply playing these violent video games (Ferguson). In view of consumers’ violent nature, the vast majority of research concerning video games has focused on “the way game play impacts anti-social behavior” (Tear). The video game industry was aware of this issue and had to improvise quickly on a solution or there would have been a noticeable decrease in sales. Parents were and still are ...
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...
“Contrary to the claims that violent video games are linked to aggressive assaults and homicides, no evidence was found to suggest that this medium was a major (or minor) contributing cause of violence in the United States.” (Markey, 290)
Pi follows more than one religion, and through his journey he explores and meets numerous animals. These animals that he runs into are all signs of god. They are all religious beliefs and that’s what gives Pi Patel the strength to survive and stay alive on the ocean. The novel explains and illustrates the importance of keeping faith and how religion plays a crucial role in human lives. God is within everyone, and in the book Life of Pi, having and keeping with in god it can conclusively give you a sense of hope, survival, and accomplishment. It is the person’s choice whether or not to believe in
A monetary judgment of $10 million did not seem justifiable to me because I do not believe that Uzi Nissan should be punished as he registered his domain names first. However, after careful analysis, I realized that Uzi Nissan erred when he did not respond to the letter sent by the Lawyer representing Nissan Motor Co. A demand letter usually signifies the beginning of a lawsuit. This softball demand letter was not taken seriously by Uzi Nissan maybe due to its laidback nature. However, this would have cause Nissan Motor Co. money in regards to the legal and processing fees which are likely to increase dramatically in a lawsuit, (Smith&Hopen).
The inescapable reality of violence, whether attained through the media or from personal experience, affects the everyday life of some. Tragic events such as school shootings and mass murders happen all too often. Society is now constantly wonder why such terrible things happen. There are countless factors some such as bullying and mental handicaps are often considered primary factors in violent crimes. Now a certain types of video games, the ones that portray violence, have caught the attention of the mass media and nowadays every channel considers it their duty to remind people how much damage these games cause to children and adults. As many as 97% of US kids ages 12 - 17 play video games, all contributing to the $21.53 billion domestic