Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
effects of violent video games on youth
violent games argumentative essay
video game violence leads to violence among the youth
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: effects of violent video games on youth
If you have not heard, there is a debate going on about violent video games. The reason for this debate is because of violent crimes committed by youth. Many people blame violent video games for these crimes; they believe that they commit crimes like the ones in those games. Detractors disagree; they believe that violent video games have benefits for playing those types of games. Both sides have articles on a web site called procon.org which shows an copious amount of information for both sides. The “con” side gives out a more logical argument based on facts and statistics. The “con” side has a more convincing article filled with more facts and is based more on reason rather than emotion.
There are two sides to what people think of violent video games. There are the pros and the cons. People tend to lean more to the cons side as seen in this quote, “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.” As you can see the fact of this quote is that murders have not been committed as much and crime has dropped at the same time violent video game sales have raised. The “con” side is based on facts not emotion like the “pro”. You can see in the quote that you read earlier has statistics and not what people feel or believe which in this case is more reasonable. Ok let’s say that you read an essay similar to this topic and they talked about what people feel about youth playing violent video games, and now let’s compare that with juvenile crime committed by youth have dropped 49.3%. That’s not the same is it? Ok if someone were to say that violent video games still corrupt the youth...
... middle of paper ...
...times, this is a more logical fact though.
As you can see the “con” side uses more facts and reason rather than using emotion like the “pro” side. Because with all the facts used by the winning side (CON) they overcome the losing side (PRO). Now if you read this article you should try it out yourself go play a violent video game and see what happens to your behavior. Now it is my turn to really say what’s on my mind and why I chose the “con” side. The reason for me choosing the con side is because to me there really is no effect I know a lot of people who play violent video games and not one time have they tried something so stupid seriously would you commit a crime because you saw it in a video game I know I wouldn’t. The only thing I do believe in is that they make a law and enforce it, that people under the age fifteen should not be allowed to play M rated games.
Parenting.com brought up research on video games to argue about. They mention that a first-person shooter game is more serious than watching violence on T.V. A recent meta-analysis in 2010 of 12 earlier studies found a link between times spent playing video games and violent behavior later in life (Emmons, 2013). They mention the study that was taken place in 2004 from Journal of Adolescence showed that video games are more desensitized than TV. That the children that play violence game are more interactive than watching, their physical activity are different. However, they mention the other studies that failed to link between violent video game exposure and aggression (Emmons, 2013). They brought up a good point that most of the studies had focused on normal kids, the study does not consist of children with e...
The study called “Violent Video Game in Real World Violence Rhetoric Versus Data” was conducted by researchers at Villanova University and Rutgers University and was published recently in the psychology of popular media culture, through 4 unique data analysis looked at how popular video game trends such as annual monthly video game sales as well as Google Trends keyword search volume compared to real world crime rates, they wrote a synopsis of what they found and this is what it had to say.
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.
Royal Van horn showed in his 1999 article, ?Violence and Video Games,? a large stance on the issue is not one of influencing kids actions....
My first article Proposed “Violence in Video games Labeling Act “Centered around Logical Fallacy, seemed to have the stronger argument than the article, Playing games with Violence. The reason the first article seems stronger, because of the factual evident that the representatives from California presented to the consumers. The first representative from Oklahoma William Fourkiller tried to increase video games by a 1% tax increase on all video violent or non-violent, which clearly was in my opinion, considered unconstitutional. Therefore, Baca, and Wolf, California Representatives decided to intitiate the same concept, except they did it in a more political matter. Moreover, from a non-game perspective, it seems pretty harmless even from a gamer perspective, it’s not likely to change your life one way or another. Nonetheless, failing to treat it with respect it deserves a respect that film, music, and literature all enjoy. So, therefore, the logical fallacies in both of these articles, in my opinion was deception. In California the representatives use software to entice the consumer by selling the software with the intent on raising the 1% tax anyway. Whereas, the representatives in Oklahoma just straight out wanted to increase video games violent or non-violent which, I believe the consumers’ would have not engaged in buying any of his video games. And, the article playing video games with violence tried to link bad behavior while playing this game. The logical fallacies in this article also, displayed deception. The study that was conducted never found any hard factual evident that playing video games lead to violent behavior, so the people of Pennsylvania could were mislead by the State Government Commission’s Advisory Committee on Violence Prevention. In my opinion, I also, believe that if a person already have a violent behavior playing video games
However,there are also very strong evidence showing that video games dont contribute to violence. For example in U.S the arrest of juvenile murders has decreased by 71.9% between 1995 – 2008 while the popularity of violent video games increased. This data can show us that more the kids play video games the less murderer children there will be.
The authors of both articles have an academic specialty background in the study of violence causes in teenagers. Although the two authors have two opposing opinions. The first one is Craig Anderson, got a PHD in psychology in Iowa state university wrote an article entitled “The Influence of Media Violence on Youth“, supported my working thesis about the harming effect of violent video games. He stated that violent video games increase levels of aggression in teenagers. He stated his argument based on his observations which claims that teenagers spend most of their times in front of games. He found out that when reducing the exposure to violent video games, teenagers tend to lessen the violent behavior. When I read more about this point from some other resources, I found out that there is another clear explanation to this claim. The main direction of...
ProCon.org. "Do Violent Video Games Contribute to Youth Violence?" ProCon.org. 29 Mar. 2011. Web. 26 Feb. 2014.
There are many views as to whether video game violence causes children to behave violently. Many children play violent games because that is what most people are playing and they feel that they need to do so as well. Violence is not only in video games but also in all other forms of media because that is what sells and what will make entertainment companies more money.
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)
However, many observations and research from various professionals prove otherwise. If video games were the cause of violence, then it would be common sense that an increase total sale of video games would increase the total number of crimes, would it not? Yet, according to ProCon, a nonpartisan, nonprofit, California-based websites that present research, pro and con statements, and studies on questions related to all debates, the total sales of video games hardware and software combined had a 204% increase from 1994 to 2014, while violent crimes had a 37% decrease in the exact same period of time. Living in today’s society, it is common sense that teenagers are the most likely to play video games, which would also be logical that an increase total sale of video games would cause teen violence to catapult. However, ProCon presented data from the National Center for Education Statistics, showing an overall 18% decrease in high school students who had been in at least one physical fight. There’s a common saying that numbers don’t lie; in this case, instead of skyrocketing as to how they were supposed to due to an extreme increase of video games sales, these numbers have plunged, which would discredit the claim of teen violence due to video
Topic: Supporting that violence in video games is does not cause violence in real life.
In the article, Don’t Withhold Violent Games by Jessica Robbins, the author clearly states that violent video games do not negatively affect a child’s well-being. Jessica’s opinion is that the government and parents should find solutions to the problems. However, the government should not be allowed to restrict people of age from purchasing a game of their choice. According to Jessica Robbins, there has been no correlation between violence in the media and crime rates. Jessica Robbins uses logos, ethos, and pathos to prove that violent video games do not affect a child’s well-being.
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.