The Effects Of Violence On Youth Violence Essay

The Effects Of Violence On Youth Violence Essay

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Fergusson had pointed out that from the chart that violent videogames were among the most popular in 16 years. Between the amounts of popular games selected, “…each year had a potential range of 5 (if all popular games were children’s games) through 25 (if all popular games were rated M for mature). The mean sum score across years was 21.4 (SD=2.99), indicating a high proportion of games rated T for teen or M for Mature, most of which contain significant violence […] all but 4 had average sum scores of 20 or above […]. Eight of the 16 were summed at 23 or above, indicating a high proportion of M for Mature games” (Ferguson,” Predict Societal Violence” p. E12). This settles that majority of games during the years of range are more populated in the categories been both Teen and Mature rated titles, which convey to common content with violence. It’s brought to the point that the data really shows that violence consumption to youth violence in society demonstrate an opposite relationship with one another.
It establishes that those types of games are not considered a valuable source of influence for juvenile criminals as the crime rate proves the steady downcast of incarcerations and victim reports giving to the police departments.
Some may disagree that violent videogames should be allowed to be played by children and adolescents, testifying that those games should be banned from being purchased. However, this would prove unethical because censoring violence in gaming would be as much equivalent in censoring the violence in other forms of media and literature, such as films, books, and music. Between 2002 and 2010, 13 states introduced legislation prohibiting the sale of violent video games to children. The exact details of the laws ...


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... just apply simply to violence, but other real life subjects such as sexual content or murder. Of course there’s always the Entertainment Software Rating Board (ESRB) for distributing games, but the effective way for parent to control what their kids play is by being with them and play along with them and communicate. The problem isn’t going to go away simply by asking congress to get things done; anyone considering that option will only be given regulations and laws. According to the research going on now and how low the amount of youth violence, it’s safe to say there’s still less of a link between aggression and violent games. If ever, censorship is the most fissionable option for the videogame culture, so until there’s more solid evidence to support the violence in videogames. Until then, let’s hope the future of videogames will bring out a more positive outcome.

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The Effects Of Violence On Youth Violence Essay

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