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Effects violent video games have on youth
Are video games the main cause of violence
Are video games the main cause of violence
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In recent years our society has experienced many tragic school shootings in which teens have committed heinous crimes for no apparent reason. The question has become who is to blame or what inspired these attacks on these innocent victims? This question has become an epidemic in our country. We live in a violent world and young people have easy access to it whether it's on television, in music or on the Internet. But with the explosion of media entertainment in recent years, video games have come under scrutiny as to whether or not violence in video games numbs children and teens to the consequences of real-life violence. The answer to this question is yes. Young children and teens are very easily influenced, especially in a society in which violence, whether fictional or real, thrives. Video-game violence has become a common link in tragedies, such as Columbine. The content of video games desensitizes a young person to the ramifications of real violence.
Although there are many critics who support the idea that video game violence does desensitize youths, there are also those who oppose this view. An example of this comes from video game designer, Greg Costikyan. He wrote, "Violence is a prominent theme in video games and some have depicted violence in crude and ugly ways. The first person shooter games that do center around violence actually benefit society because they give young males a way to vent their antisocial impulses without harming anyone" (Costikyan 245). What Costikyan falls to shed light on is the unfortunate Columbine High School incident. There is evidence that the two boys who committed the Columbine murders, Eric Harris and Dylan Klebold, were in fact influenced by a game called Doom. Eugene F. Prov...
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...sn't a problem in our society, leaving the blame against game makers for creating such content in their video games and helping desensitize the nation’s youth.
Works Cited
Anderson, Craig A. Karen E. Dill. "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life." Journal of Personality & Social Psychology. 78 (2000): 772-791.
Costikyan, Greg. "Games Don't Kill People-Do They?" The Contemporary Reader. Ed. Goshgarian, Gary. Longman, 2002. 243 -247.
Fox, Robert. "Video Games, Violence Linked." Communications of the ACM. 43 (2000): 9- 10
Lee, Joanne E. and Judith A. Vessey. "Violent Video Games Affecting our Children." Pediatric Nursing: November 2000.
Provenzo, Eugene. "Violence in Video Games is A Problem." Vizcarra, Ernie. Personal Interview. 9 November 2003.
Vizcarra, Steven. Personal Interview. 9 November 2003.
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.
Dylan Klebold, Eric Harris, Adam Lanza, Steven Phillip Kazmierczak, and Seung-Hui Cho all have a few things in common, they are all school shooters that have killed and injured a combined total of 149 human beings and are or were believed to be avid violent video game players, who also committed suicide immediately after carrying out their attacks. To the public, school shooters seem to share a direct connection to playing violent video games and that playing them leads to violent behavior. Violent videogames have become a highlight in the media and national debate for this very reason but, there is no scientific evidence to support the existence of a causative connection between participants of violent videogames manifesting violent behaviors. The media provides biased information that misleads citizens into believing that said link is well established and accepted. I argue that parents should make responsible and well informed decisions in regards to their child’s videogame activities in spite of the lack of scientific research.
In recent years our society has experienced many tragedies in which teens have committed heinous crimes for no apparent reason. What inspired these attacks by teens on innocent victims? We live in a violent world and young people are exposed to this violence whether it's by television, music or the Internet. Video games have come under increased scrutiny as to whether or not the simulated violence in video games numbs children and teens to the consequences of real-life violence.
People have always been looking for a reason why horrible things happen. The media is quick to blame video games as the target and cause of many shootings that have occurred, ever since Columbine and Quake. People have been blaming video games for violence for years now, ever since violent video games have been made. News reports blame video games more and more for each shooting, telling the public how this person played video games for x amount of hours a day, and that video games caused him or her to shoot people, and how video games encourage and reward violence. Anti-video game lobbyists have been campaigning to have violence removed from video games, citing resources that they themselves have created as reasons for such, poorly done studies where they confirm that kids are more aggressive through how much hot sauce they put on someone’s fries. While unbiased studies of video games and their links to violence are hard to come by, recent research has shown that video games do not in fact have a casual link to violence, and may even have the opposite effect. Violent video games have nearly no link to violence in teens or adults.
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
Children today are exposed to more graphic violence in video games compared to any past generations. This is because the media finds that making a profit, surpasses the lives of the adolescents that play these games. However, over time two set of views formed from the violence in video games. James D. Sauer, is a graduate of the School of Phycology. In his article, “Violent Video Games: The Effects of Narrative Context and Reward Structure On In-Game and Postgame Aggression,” Sauer, describes that adolescents gain forms of aggression and violence after playing certain games. 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
She is petite, submissive, and great in bed, the greatest combination for the perfect woman. Yellow fever is the psychological inclination towards Asian woman that has been expressed by a portion of the male population. This stereotype is a part of orientalism that continues to be discussed amongst today’s society; it is deemed odd or labeled as a fetish. M. Butterfly a Tony Award playwright written by David Henry Hwang consists of ideas related to orientalism through the layers developed in gender identity, global politics and art forms.
Love and religion are two of the most common topics of poetry. Many of Donne’s poems are on one of these two very different topics, his works are connected through the continuous use of devices such as allusion, metaphor, and pun; providing a bond for each poem, yet a different context for each one. “The Flea,” “Holy Sonnet VII,” and “A Hymn to God the Father” each have distinct themes, but find common ground by the use of common literary devices. “The Flea” is a carnal poem where the speaker tries to convince his lover to be inclined to him. “Holy Sonnet VII” and “A Hymn to God the Father” are religious poems that address apocalyptic visions and serve as a remembrance to God respectfully, while attending to mention the act of pardoning the speaker’s formerly committed wrongdoings
middle of paper ... ... The Effects of Violent Video Game Habits on Adolescent Hostility, Aggressive Behaviors, and School Performance. Journal of Adolescence, 27. http://www.sciencedirect.com
The speaker in Donne's poetry is a theatrical character, constantly in different situations, and using different roles to suit the action. He can take on the role of the womanizer, as in "The Indifferent," or the faithful lover from "Lover's Infiniteness," but the speaker in each of these poems is always John Donne himself. Each poem contains a strong sense of Donne's own self-interest. According to Professor J. Crofts, Donne:
Costikyan, Greg. “The Problem of Video Game Violence is Exaggerated.” Video Games. Detroit: Greenhaven, 2003. Opposing Viewpoints Resource Center. Web. 5 Nov. 2005.
Video games have been a rapidly expanding industry since their inception in the 1970s. Along with their growth have come concerns about violent video games and their effects on aggression and violence in young people. The endless numbers of school shootings have pushed this issue to the forefront. These events brought about the question: do violent video games induce aggression in youth? That’s the question I set out to answer by looking at research. The research shows that there is a link between playing video games and increases in aggression in adolescents. What implications does this fact have ethically? It means that video game producers and distributors need to be held responsible for their releases and the way they end up in the hands of kids.
Adams, Jill U. Effects of Violent Video Games. The Los Angeles Times. May 3, 2010.
Leung, R. (2009, February 11). Can a video game lead to murder?. Retrieved from http://www.cbsnews.com/8301-18560_162-702599.html
Violent video games are special games, which negatively influences to the attitude and behavior. These video games are popular between children and teenagers. Since 1980-s years violent games are in political discussion. Because when teenagers usually play violent video games, they are becoming aggressive and then they face with psychological problems. For this, some people claim that violent games are harmful for society and they affect to behavior and health.