HealthDay Consumer News Service 19 Aug. 2005: Consumer Health Complete - EBSCOhost. Web. 4 Dec. 2013. Renee, Montagne. "It's A Duel: How Do Violent Video Games Affect Kids?"
Each year a new game system, and hundreds of video games are released, and millions of kids go out and buy them. The question is do violent video games influence children to act aggressively? And can repetitive killing train a person to be violent himself? Statistics have shown that the violence amongst young people has been increasing every year, conversely, so has the number of violent video games. Although the violence in these video games is fictional, research has proven the violence to lead to more aggressive behavior in children.
Over the years, video games have become more and more advanced and have had better technology and graphics. As time has passed over these last decades, many mass-murdering shootings all over the world have been linked back to video games. Mass killers like Columbine shooters Eric Harris and Dylan Klebold, Norwegian mass murderer Anders Breivik, and Adam Lanza of Sandy Hook Elementary, have been linked to violent video games. The fairly recent and tragic Sandy Hook Elementary School shooting was found to be linked to video games. Adam Lanza was known to stay in the... ... middle of paper ... ... Increase Unethical Behavior.
94, 98-100 Mathews, Vincent.”Violent Video Games Poison the Teenage Brain: Study.” American School Board Journal. Feb2007, Vol. 194 Issue 2, p10-10 Norcia, Andrea. "The Impact of Video Games on Children." Palo Alto Medical Foundation Apr 2007 20 Mar 2008 .
The increase of games that are more realistic, engaging, and increasingly violent will lead to more violent behavior in teenagers in the upcoming years. All the blame for the current state of teenage violence cannot be placed on video games; they are only an amplifier of the behavior (Anderson, 2011). The games reward violent actions and convey the message that violent responses are appropriate and effective (Porter & Starcevic, 2007). Rewarding the players for doing violent actions leads to the players having thoughts of doing violent actions outside of the game. Long-term players of these games feel the satisfaction of doing violent actions, causing them to think that it is alright for them to do some of the actions in the real world (Anderson, 2011).
For decades research has been done on this topic to see if violence in video games can cause more aggressive behaviors in players, especially younger players. There are a lot of factors to consider on this issue like the research that has been conducted, if violent video games have been linked to real life violence and the positive elements that violent games can have. Despite all the research that has been conducted I feel like the results have been inconclusive. Every year video games are becoming more realistic and gorier causing this issue to be more relevant than ever before. Research led by Craig Anderson, a psychology professor at Iowa State University, found that violent gaming can increase feelings of aggression and antisocial behavior in teenagers (Maughan).
Introduction Violent video games are becoming more popular among children and adolescents of all ages since its debut approximately 30 years ago. This growing popularity is generating an increasing concern that these sometimes very graphic videos and life like characters can have a negative influence on the younger generation. Although never proven, there has been speculation that some of the high school shootings across the country were committed by students who were habitual players of violent video games. Due to these concerns, a non-profit, self-regulatory organization was established in 1994 by the Entertainment Software Rating Board (ESRB) to appropriately rate all video games from EC (early childhood), E (everyone), E10+ (everyone 10 and over), T (teen), M (mature), and AO (adults only). While assessing the efficacy of violent video game ratings, it is unknown how effective these ratings are for the intended audience (Becker-Olsen & Norberg, 2010).