Violence in Video Games Affects Children
Marching through large building using various bombs and guns to pick off victims is a conventional video-game scenario. "In the Colorado massacre, Dylan Klebold and Eric Harris used pistol-grip shotguns, as in some video-arcade games"(Leo). The pools of blood, screams of agony, and pleas for mercy must have been familiar--they are featured in some of the newer and more realistic kill-for-kicks games. "With each kill," the Los Angeles Times reported, "the teens cackled and shouted as though playing one of the morbid video games they loved (quoted in Leo). " "
The games may contain intense violence, blood and gore, sexual content and/or strong language. Parents must be present at the game store to say that they approve that their child can play it despite the rating in order to buy it. The Long Island incident dealt with kids that were too young to play Grand Theft Auto according to the ESRB rating. The Parents could have stopped this from happening if they were to review the game to see if their child should really be playing it. They could have done a little bit of research and found that they have been involved in many lawsuits surrounding the video game and real world
Video Games Cause Violence
Video games have become a major occupation of majority of the youth these days. They spend hours on end concentrating on video games, some of which are apparently very violent, yet this is actually the whole idea. Coming from the horse's mouth is an argument in support of video games coined from a video programmer's point of view, stating that violent video games allow people to do what they can not do in reality- virtual reality. ( http://www.theroc.org/roc-mag/textarch/roc-15/roc15-08.htm ) For instance, someone said to be having a bad day could use a violent video game to release stress by shooting down a couple hundred bad men than actually taking an AK-47 and spilling down a few brains down the street.
violent acts (1) were rendered in a way that "[a] reasonable person. considering the game as a whole, would find appeals to a deviant or morbid interest of minors," (2) were "patently offensive to prevailing standards in the community as to what is suitable forminors," and (3) would cause "the game, on the whole, to lackserious literary, artistic, political, or scientific value for minors" (Herard 516). Brown wanted it to be harder for minors to get these violent videogames, and if the game was sold to a min...
...ing the effects it can have in the world they are playing in. But when it comes down to it, it is really just a game that kids can have fun playing with friends. These games are okay, but like any game, should not be the only focus a person has because that could do actual damage, like addiction. Children just need to be able to tell what a game that contains violence is; just a game, which should be played to only have fun and should not be taken seriously. To overrule all of this, the parents should decide if their child can play a violent game, and they also need to know how mature their child is. If violence comes out of the child’s game and into real life, that is just bad parenting. Perhaps you should give a violent game a try, to find out how it affects you. You may just not like violence at all, but it might be fun to play and in a way… good for you.
Violent Video Games: A Bad Choice for Parents and Children
A twelve year old boy named Paul sits about three feet from the fifty-two inch screen television with his eyes fixated on his character, a humanlike fox. He is able to use his game controller without looking away from the television. He sits erect and is so focused on what he is doing that he is unaware of everything that is going on around him. Occasionally he will yell out "Die! Die, sucker!"
In recent years our society has experienced many tragedies in which teens have committed heinous crimes for no apparent reason. What inspired these attacks by teens on innocent victims? We live in a violent world and young people are exposed to this violence whether it's by television, music or the Internet. Video games have come under increased scrutiny as to whether or not the simulated violence in video games numbs children and teens to the consequences of real-life violence.
Millions of teenagers play violent video games every day. There have only been
five mass shootings committed by teens since the rise of video games in 1995 and only
two have had a plot anything similar to a video game. Violent video games do not
contribute to violent behaviors in teens because millions of teens play them and very
few are affected, violent juvenile crime in the US has been declining while violent video
games popularity has been increasing, and violent video games provide a safe outlet for
aggressive and angry feelings.
Video games are played by 97 percent of American teens and 53 percent of
adults, 18 and up, everyday. Video games aren’t just video games, they are like a
lifestyle.
Children sometimes get away from their parents. Meaning, children that do not follow instructions or rules grow up to be disrespectful and have bad attitudes. Parents that do not focus on their children behavior will cause problems for them as an adult. For example, if one is not taught to speak
To begin, the Supreme Court was informed that violent video games most likely affect impressionable minors mindsets. Nevertheless, the Supreme Court made an accurate concluding decision due to the fact that there is no definitive evidence stating the “affects” of video games. Study’s have been proven to support that video games can affect the brain in both positive likewise negative manners. If video games do not have an exact influence on minors’ behaviors, then the defense had minimal if any physical evidence supporting their idea of contravening the First Amendment. As stated in the majority opinion, “The State’s evidence is not compelling. California relies primarily on the research of Dr. Craig Anderson and a few other research psychologists