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.
Playing video games does not cause violent behavior. Don’t get me wrong, some video games show horrific acts of violence. “A recent survey found that 92 percent of U.S. kids--ages 2 to 17--play video games, and their parents bought 225 million of them last year to the tune of $6.4 billion.” (Sider 79).What’s here to argue is that violent video games do not cause violence among children, but the blame for violence should be on the individual and people who should have taught the individual better. If kids are not able to see the difference between reality and fantasy, then they really can’t be blamed for committing acts they see in a game and then imitating, not fully understanding the consequences of doing it in the real world. Parents should be the overall deciders of what they want their children playing, watching, and doing.
Video games are a rapidly growing industry. There are nearly two games sold for every household in America each year (Anders 271). The vast majority of these are sold to adults, but there is no national law that prohibits minors from buying violent video games. A few states have legislation pending that will prevent this, but the fact is that minors do have access to violent video games. There is a voluntary rating system implemented by the ESRB, where games are rated based on their content.
Also in 2008, only 10.9 percent of those games sold were actually shooters (22 Charts & Graphs on Video Games & Youth Violence). Most of the games out there are intended for children and do not have anything to do with violence or profanity, they could even be educational. Most of t... ... middle of paper ... ... video games selling more than ever; anti-gamers do not have much ground to stand on. There are so many other things that can encourage a person to kill people or cause a child to become so violent and out of control. There are just too many factors that contribute to this generation of kids and teens.
They focus on all of the “potential” bad things and don’t even acknowledge the many benefits that video games and the industry provides. Violence in video games is not as harmful as people seem to think. There seems to be very little evidence of a real concrete link between violence in video games and aggression in adolescents. While the video game industry was exploding in popularity during the end of the 20th century (from 1994 to 2000), the exact opposite was happening with the violent crime arrests associated with juveniles (ages 15-17) and young adults (ages 18-24). The arrests for juveniles dropped by 44% while young adults dropped by 24% according to the U.S. Department of Justice Office of Juvenile Justice and Delinquency Prevention.
Introduction Aggression in the media is nothing new, from TV shows to music; teenagers everywhere are engulfed in it every day. Aggression is a form of indirect or direct violence towards another person or subject. To study the effects that video game violence has on the aggression of teenagers and adolescents is a concerning thought. Teens becoming desensitized towards the violence they witness in their video games such as Grand Theft Auto, that have become so popular in the recent years. Previous research has come up with results that support the idea that violence effects the player, but studies such as the one conducted by Anderson and Ford (1997) can only support this on a short term basis.
If video games were the cause of violence, then it would make sense that an increase total sale of video games would increase the total number of crimes, would it not? Well, according to ProCon, a nonpartisan, nonprofit, California-based websites that presents research, pro and con statements, and studies on questions related to all debates, the total sales of video game hardware and software had a 204% increase from 1994 to 2014, while violent crimes had a 37% decrease in the same period of time. Since teenagers are the most likely to play video games, it would also make sense that an increase total sale of video game would cause more teen violence. However, ProCon presented data from the National Center for Education Statistics, showing an 18% decrease in high school students who had been in at least one physical fight, which discredit the claim of teen violence due to video
However, it is too simplistic to create a direct link to violence because of videogames. If someone is able to fire on innocent citizens without any good reason, it would be uninformed to say that this was solely caused by violent games. Over 97% of America’s youth play videogames, with many of the “most played” games showcasing violent content. And by a 2008 estimate, they are playing them for an average of 13.2 hours per week. The rise in dramatically violent games connects in some ways to the real world.
Video game addiction is another type of addiction in the modern age. First of all, you should keep in mind that video/computer game addiction is not an official DSM-IV diagnosis but many institutions worldwide do researches about the problem. According to the Brown’s (1997) component model the symptoms must be present for a significant period of time in order to indicate addiction . The symptoms are social withdrawal, preoccupation with computer games and lost of interest in other activities . Although many gamers won’t realize that they enclose from their social circles, their friends and families are usually the first to notice.
Lawrence Kutner and Cheryl K. Olson have pointed out that Increasing reports of bullying can be partially attributed to the popularity of violent video games. In 2008 a study Grand Theft Childhood informed that 60% of middle school boys who played at least one Mature-rated game demonstrated aggressive behaviour violence, compared to 39% of boys that did not (The Surprising Truth 2008). Mary O'Toole, Supervisory Special Agent reports a FBI study claiming that students show hig... ... middle of paper ... ...n Sociological Association and the American Academic Pediatric, thirty years of research, thousands of studies, have proven media violence causes violence within the society (The Multiple Dimensions of Video Game Effects 2011). So, do people have to live with occasional acts of violence as a cost of living in a free society? The sophistication of video games is such now that actually nobody can tell where is going to end.