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Do violent video games cause violence
Do violent video games cause violence
Violent games impact on society
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It’s no secret that violence of any form has been prevalent throughout all forms of entertainment, potentially since storytelling was the main venue. From campfires to theater, novels to comic books, television to video games, and one could say humans are simply attracted to violence. But this reading is not about philosophy (well, there is some in the conclusion), but about a somewhat controversial topic: violence in video games. It seems that violence in other media isn’t as widely talked about. With the interactive nature of these devices, some may assume the effects (especially negative ones) are amplified. Because of their usage by the perpetrators of school shootings, general media often shines a spotlight them. This has also promoted studies regarding the effects of video games, violent or not. The results of these studies are on both sides of the spectrum; games are a direct cause of violence, and games do not instigate violent thoughts and actions. Because of this wide range, the text will contain both sides of the results. The main questions this article answers are: should violent video games be available on the market? If not, should violence be in any form of entertainment? Before getting into the real meat of this article, the history of the prevalence of violence in entertainment (and video games, of course) as well as how new forms of media are usually misunderstood and/or scapegoated for societal ills must be reviewed. Violence in entertainment has been around since storytelling. Greek poet Homer’s “Odyssey” and “Iliad” contained bloodshed. Romans watched gladiators duel to the death, a sport involving the very real death of people. Most of Shakespeare’s plays had any form of violence move it’s plot (Macbeth and Hamlet anyone?) So violence is indeed prevalent through fictional works and sports throughout recorded history. Perhaps humans are just
Is it possible that simulated violence has a negative effect on the lives of gamers around the world? Or could it be that violent crimes have actually begun to occur less frequently as the world of gaming changes and grows? Simulated violence in video games is beneficial to the minds of gamers. There is no proof of these violent games affecting actions in the real world, less violent crimes are being committed, and the simulated violence provides an acceptable distraction to gamers.
According to Valadez and Fergusion (2012), “The effects of violent video game exposure, both positive and negative, on various behaviors are still highly contested within academia and the general public” (p. 608). Violence in video games is often wrongfully perused as a topic of extreme criticism pertaining to an individual’s act of violence in today society. Examples of such would include the shooting that occurred in April 2007 at Virginia Technical College; where Jack Thompson and Philip McGraw asserted that violent video games were the ultimate cause of the tragic incident, but further investigation suggested that Seung-Hui Cho had never played any such games (Valadez & Fergusion, 2012). Since the early days of mankind, society has often enlisted the service of a scapegoat in the attempt to correct the unethical or immoral conduct of a few individuals; violence in video games is no exception to this type of social misconduct. Possibly, one may want to consider human nature and its unyielding desire to be competitively better than the next person; compared to an individuals need to be excessively violent regardless of visual representation of violence in the first place. Although many will argue the effect that violent video games have on the human psyche; the research is far too inconclusive for one to make an educated assessment of the provided information.
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.
According to Henry Jenkins, an American Media Scholar and professor at MIT, “young people in general are more likely to be gamers —90 percent of boys and 40 percent of girls play.” That is an overwhelming amount of young people. In recent years, there have been incidents such as the Columbine school shooting which have shown young people committing terrible acts of violence. In the case of the Columbine shooting, the teenagers who committed the shooting were both found to be avid players of a violent computer video game known as Doom (Ferguson, 26). This has raised lawmakers and concerned parents to begin opposing violence in video games. These people believe that video games (and violent video games in particular) can cause young people to become extremely desensitized to violence, and in turn cause them to commit acts of violence that they would not have committed otherwise. However, these people fail to realize that our youths have been exposed to violence far longer than modern media has been around. For example, Wired.com writer Michael Venables points out that many of our classic fairy tales deal with violent conditions. He reminds people that “Cinderella’s evil stepsisters have their eyes pecked out by doves.” and “Hansel and Gretel kill their captor by baking her in an oven.” People who oppose video games pose a major threat to the development of youth in our modern society, because video games can have many positive effects on young people.
Since the 1970 video games have become more popular than ever before. Generating 11.7 billions of dollars of sells every year or more, the video game industry is considered one of the largest industries in this century. However, video games have been a topic of controversy. With the sales of violent video games going up and the increased violence in schools and teenagers, video games are always to blame. Many people speculate that video games are the cause on why many teenagers have developed aggressive and violent behavior, are desensitize to violence, and the increase violence in schools and public places. In contradiction, video games have little or no fault in teenagers’ violent behavior and shouldn’t always be blamed.
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
The debate about media violence has been going on for hundreds of years. The newest form of media being scrutinized is videogames. I will be taking you through this debate and sharing with you some things that you may find surprising. This is not a new topic and has ...
Have you ever wondered if violent video games can cause aggression in children? Thousands of children all over the world engage in violent video games for a large amount of time during their day. According to ProCon.org 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. I will be using naturalistic and case study research methods to determine if violent video games cause aggression in children.
“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)
Some people believe that violent video games can cause behavioral problems. This is not true; it is only their opinion. They may say people that play violent video games start having behavioral problems, and what was that cause? It is only people and it has no effect on them, only their own action and their weak mental health issues. The violent video games for computers and consoles’ sale rate went up but violent crime offense went down. Video games are for players to have fun without causing any harm while they are playing. Why do they believe that behavior problems were caused by violent video games? They do not seem to realize that television and movies also have violent scenes. Some examples of popular violent movies include First Blood, Expendables, Dark Knight, Spiderman, and Superman. All action movies have shooting, explosions, and fighting. Horror movies are filled with violence as well, such as Halloween, Scream, and Saw. Horror shows and movie are showing stabbings and serious harm. Even Television shows, like the Three Stooges, Cops, wrestling and America's Funniest Videos! Children's cartoons have violence as well; Disney animated films, Looney Tunes, Tom and Jerry, Teenage Mutant Ninja Turtles, and Watership Down.
The American audience craves violence, and advertisers and producers create more violent games because it is apparent that Americans would rather play a violent game than something non-violent. There is no question that there is violence in video games, but exactly how violent are these games? In the early age of gaming, violence was cartoonish. In games such as Wonder Boy and Space Invaders, when you kill the enemy, they disappear in a cloud of smoke or a small explosion.... ...
Violent video games can lead to aggressive and violent behavior in children and adolescents. “Violent media increase aggression by teaching observers how to aggress, by priming aggressive cognition (including previously learned aggressive scripts and aggressive perceptual schemata), by increasing arousal, or by creating an aggressive state” (Anderson and Bushman 355). As more children are becoming exposed violence in video games in the recent years, violence in schools and other locations where children are prominent has increased. “A national crime victimization survey compiled and maintained by the United States Department of Justice, shows that overall crime rates in United States society have fallen. Simultaneously, school- based studies reveal that many violent behaviors have increased among children and adolescents” (“Causes of School Violence” 1). Exposure to violence in video games can lead to aggressive behavior, desensitization, and an increase in crimes committed by children and teens in our society.
Over the past years, video games have been a way to escape reality for some people. Video games vary from fantasy, romance, and role playing games to violent games. However, vicious video games have been blamed for school shootings, growths in bullying, and violence concerning women. Various people argue that these games numb players to violence, recompense players for imitating violence, and educate children that violence is a suitable way to resolve conflicts.
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.
Are video games a negative or positive influence on children’s behavior and actions? Several studies have been pointing out that exposure to violence on television, movies, video games, cell phones and the Internet increases the risk of violent behavior in the viewer, like to grow in an environment filled with real violence increases the risk of violent behavior. Plentiful of the research on current media have focused on the violence spread by TV for experts in developmental psychology and John Murray of Kansas State University, United States, it is difficult to conclude otherwise than that violence on television has increased levels of violence and aggression in the society, and that video games have an effect even more powerful. Violent video games are more distress, than the films of the same sign and that the images of violence shown on television because they are interactive, because they use a technology environment that allows the user total immersion in the situation, while producing new objects cultural. The reason is that video games are not limited to violence to show a passive spectator, but require the person to connect with the character and act for him, while violence in film and television images whose exposure is limited only to visual perception. The video game violence has long-term real effects. Children exposed to high levels of violent entertainment can become more aggressive and develop a tremendous face the suffering of others, also increases the likelihood they interact and respond to violence in their social environment. In violent video games as success is clearly defined as killing or take, and failure as die or loses the good and evil as the wicked: they, different from us, it is just revenged, I mate,...