The Negative Effects Of Video Games

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The inescapable reality of violence, whether attained through the media or from personal experience, affects the everyday life of some. Tragic events such as school shootings and mass murders happen all too often. Society is now constantly wonder why such terrible things happen. There are countless factors some such as bullying and mental handicaps are often considered primary factors in violent crimes. Now a certain types of video games, the ones that portray violence, have caught the attention of the mass media and nowadays every channel considers it their duty to remind people how much damage these games cause to children and adults. As many as 97% of US kids ages 12 - 17 play video games, all contributing to the $21.53 billion domestic…show more content…
There are studies that show playing violent video games causes more aggression, bullying, and fighting. 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 (Gentile). Journal of the American Medical Association found that habitual violent video game playing had a causal link with increased, long-term, aggressive behavior. Even though there is an increase in the aggression level of players, in the end there are able to be controlled and later on able to differentiate between real- life and gaming. It is true that many perpetrators of mass shooting played violent video games. Some researchers are concerned that violent video games teach children that violence is an acceptable approach to solving conflicts and achieving goals. This led to September 24, 2002, 33 media scholars, historians, psychologists, and games researchers filed a brief with the U.S. Court of Appeals for the Eighth Circuit, opposing a law that bars minors from video games containing “graphic violence” (Media Scholars..). Also the American Psychological Association in 2005 called for the reduction of violence in games which are marketed to the youth and teens. These are some of the many cases brought against the violence in video games but there are significant evidence presents that suggest otherwise. The judges in the case upheld the decision presents at first but scholars and psychologist were able to prove it wrong. The scholars ' brief explains that most laboratory experiments and other efforts to prove adverse effects from media violence have yielded null results. Those researchers reporting "aggressive" effects have often manipulated the numbers, ignored negative findings, and used measures of "aggression" that are artificial and
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