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Video games and violent behavior
Video games and violent behavior
Video games and violent behavior
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It’s been a recent cover story in America’s newspapers and televised reports: Crazed Gunman Kills Self and Others on Shooting Rampage. Upon the conclusion of this event, follow up stories connect the gunman’s unstable mind with a near endless amount of hours playing Call of Duty. One of the most recent shootings at Sandy Hooks Elementary School, was is affiliated with Call of Duty being the cause of the killer’s spree. This casual connection of violent media, especially video games, has turned out to be nothing but a scapegoat for the governors and congressmen, an excuse to pass a bill restricting the access of these games to minors. Violent video games are in no need of regulation due to in game justification of violence, lack of violent media education, parental responsibility, and improper statistics and studies. The information I present can be accredited as they originate from legitimate research, and as an avid gamer of ten years concerned with both the misrepresentation and economics of media, with video games being the prime focus of concern.
Oddly enough, the first point I am to make in the case of media violence is the justification of said violence through what is referred to as passive media. Passive media includes books, movies, television shows, and any sort of media that the viewer cannot interact with. In various books and TV shows, characters find a reason or explanation of their violent actions to other characters and the viewers. In AMC’s the Walking Dead, Rick Grimes committed his acts of violence to protect his family and the group of survivors that constitute as a second family to him from zombies and other people who wish them harm. If current shows can explain the method behind their violence, vi...
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...oric with Readings. Pearson.
"Joel." The Last of Us Wiki. N.p., n.d. Web. 9 Mar. 2014.
"Kratos." God of War Wiki. N.p., n.d. Web. 9 Mar. 2014
L. I. Gerdes (2012). There Is No Evidence Suggesting Media Violence Leads to Juvenile Violence. (Ed.), Opposing Viewpoints. Juvenile Crime. Detroit: Greenhaven Press. (Reprinted from Lancet, 2008, April, 371, 1137)
Peckham, Matt. "Researcher Says Linking Video Games To Gun Violence Is A 'Classic Illusory Correlation'." Time.Com (2013): 1.Corporate ResourceNet. Web. 26 Feb. 2014.
Shackford, Scott. "Imaginary guns don't kill people, either.(ten PACES)." The American Spectator 2013: 12. Academic OneFile. Web. 26 Feb. 2014..
Vankin, Jonathan. "Doreen Fox, 78, Obsessed With Grand Theft Auto Game Because 'I Just Love The
Violence Of It.'" Opposing Views. N.p., 7 Nov. 2013. Web. 26 Feb. 2014.
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.
The article “Do Video Games Kill” written by Karen Sternheimer addresses the widespread question; are video games the cause for “young killers”? (220) Sternheimer believes concern for the influence of video games may have on youth is spiraling out of control. She puts most of the blame for this out of control concern on the media. She also writes some about the politicians and the Juvenile Justice System. Sternheimer suggests that there are other factors to blame for violent behavior: poverty, the neighborhood, unemployment, family violence, divorced parents and mental illness (218). While it may be that juvenile crimes have declined, and personal backgrounds effect actions, it cannot be proven that video game violence has no to little effect on
This article talks about the effects of media exposure on adolescents and the violence that is can bring. Using the social conflict theory it portrays the media as having a harmful impression on today’s children. The article shows how crime statistics have decreased the arrests for violent crimes committed by youth offenders has not (Fowler, 2002). The article also shows how the APA is teaming up with federal programs to help resolve these harmful effects that the media is portraying. The article shows that media is responsible for the social conflict that these adolescents are dealing with. The APA and other organizations along with the federal government are combating this problem from every angle (Fowler, 2002). While the article does speak of some statistics it may be inflating them by not including a breakdown of what violent crimes are being committed.
The shooting at Columbine High School in Littleton, Colorado killing thirteen students and teachers shocked the world. “They were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage – or at least fueled their urges” (Carey 1). The shooters of this incident learned their deadly skills from video games. Seventy percent of children ages eight to eighteen have access to violent video games at their home. “Boys who play Teen or Mature-rated games for a minimum of 40 minutes a day may witness over 180 incidents of aggression per day, or 5,400 incidents per month”(Smith, S.L., Lachlan, K.A., & Tamborini, R). Children that play violent video games at such a young age and experiencing such violent actions will start to increase in aggressive thoughts, feelings, and aggressive behavior.
According to John Davidson's essay Menace to Society, "three-quarters of Americans surveyed [are] convinced that movies, television and music spur young people to violence." While public opinion is strong, the results of research are divided on the effects of media violence on the youth in this country. Davidson wrote that most experts agree that some correlation between media violence and actual violent acts exists, yet the results are contradictory and researchers quibble about how the effects are to be measured (271). Moreover, Davidson is not convinced that the media is the sole problem of violence, or even a primary problem. He points out that other factors, such as "poverty, the easy accessibility of guns, domestic abuse, [and] social instability" may have a greater impact on a child becoming violent than the influence of the media (277). Even though other forces may be stronger, media violence does have some adverse effects on the members of society. If senseless violence on television and in movies had no effect, it would not be such a hotly debated topic. What type of effects and whom they affect are the most argued aspects of the discussion.
Kulling, Matthew. “GTA:Link between violence and video games lacks a smoking gun.”. marquettetribune.org. 15 Nov 2013.
Whether violent media content leads to real-life violence is always debatable. And in recent years, school shootings have made video games a new focus of public concern and scientific research. In public opinion, video games cause more aggression in comparison to traditional violent media contents because video games have more features of interactivity, "due to the active engagement and participation of players" (Hummer and Wang et al. 137). But more and more reports tell us that video games are not the main cause of school shooting issues; rather it is the negligence of parents, schools, and communities.
Mass media is a major influence that causes violence in youth culture. According to Hoffman, studies show that children experience an incredible number of violent acts per hour of watching television (Hoffman 11). The advancement in technology such as video games and televisions have aimed children to watch shows with numerous violent scenes. In making this comment, one can infer that violence is becoming a common and unexceptional act for which one can learn that violence is an accepted act in our society (12). Personally, I agree with Hoffman. I visited a websit...
Malcolm, T. Teen Violence: Does Violent Media Make Violent Kids? National Catholic Reporter. May 28, 1999 v35 i30 p14.
Americans have been blaming violent forms of entertainment since colonial times. From dime novels to music, to movies to television shows. The most recent medium are video games. Aided by crime-saturated news reports, a lot of people are convinced that video game violence transfers to real-life youth crimes like the school massacres. They think that violent video games make people violent, but that is not the case. Violent people play violent video games. Not everyone who plays video games are violent, but those who already are violent will play them as an outlet for their frustration and rage. If anything, video games keep violent people from going out and killing people in real life because they can vent in the virtual world.
One would be hard-pressed to find a household without any video gaming devices. In fact, over eighty percent of American households some sort of gaming device. On top of all that, violent video games have surged in popularity, occupying over 50% of the 30 top video games sold in 2015 (Kain). In light of recent mass shootings, video games are routinely accused as the culprit that influences one to violence. Researchers all over the world have tried to establish a causal relationship between video games and violence. Some researchers have come to the conclusion that video games, specifically violent ones, spark aggression. However, other researchers have come up with the opposite conclusion, that the studies that portray video games as detrimental
Senate Committee on the Judiciary. “Media Violence Causes Youth Violence.” Mass Media. Ed. William Dudley. Farmington Hills, MI: Thompson Gale, 2005. 121-130.
In an article written by Kevin D. Browne and Catherine Hamilton-Giachritsis out of Lancet, dated 2/19/2005, Volume 365 in issue 9460, on page 702 a collection of research shows short-term effects increasing the likelihood of aggressive or fearful behavior in younger children, especially in boys. It also shows research stating that there is a very weak correlation directly between media violence and acted out aggression. This article basically states that violent media being watched by children does impression and arouse some, but does not associate strongly with violent acts. This would help explain the fact that millions of kids watch violent television shows and remain nonviolent.
There is no doubt that the media can spin a story into a shocking and scary account produced solely with the intent to sell. This information, force-fed to the public, can cause fear and hatred to develop within our country and result in gun violence and bloodshed. One reason for the amount of youth violence in America is the violent content in many video games. The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media-based mediums and have become increasingly popular since the 1980’s.
Summary #1 Television violence, and media violence in general, has been a controversial topic for several years. The argument is whether young children are brainwashed into committing violent real-world crimes because of violent and pugnacious behavior exposed in mass media. In his article “No Real Evidence for TV Violence Causing Real Violence”, Jonathan Freedman, a professor of psychology at the University of Toronto and author of “Media Violence and Its Effect on Aggression: Assessing the Scientific Evidence”, discusses how television violence, claimed by the Federal Communications Commission (FCC), does not cause real-world aggression among adolescents. The FCC determined to restrict violent television programming to late night hours only because their “scientific research” proves of increasing aggression among young viewers (Freedman Par. 2).