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The effects of video games on youth
The effects of video games on youth
The effects of video games on youth
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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. They have worked their way into being an everyday routine for teens. Don
Tapscott said, “people born between 1978 and 1997 are called the net generation” because of the large use of the internet and new technologies. He, along with others, argue that this generation is going to be the most intelligent generation yet because of our huge usage of technology and the internet. His argument helps to prove that video games do not contribute to violence in teens because of how intelligent most are. Not all teens in this generation are intelligent, so some could also argue that not all have the intelligence to know how stupid it is to make a violent act like the few that have occurred. The common sense that the net generation has is at such a high level that even the less intelligent teenagers would not commit violent crimes after playing such games. Millions of teens play video games every single day as part of their routine, and only two have been affected to the point of acting out. The two that have acted out were also diagnosed with psychot...
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If anything they provide a place for the releasing of anger and that directly leads to the fall of juvenile crimes and murders in the US.
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 do not contribute to violence, except in the case of psychotic people. There should be more testing done with psychotic people to prove the fact that there is a large affect on them. That way the debate of more violence in teens from video games will be shut down. The video game industry will continue to grow and teens will spend hours playing them making it part of their lifestyle.
“The Dumbest Generation” is a title no group of people want to behold. Nonetheless, people under age thirty have been given this belittling title. To those who go off questions about obsolete general knowledge rather than the ability to take in and evaluate knowledge, this title may seem quite fitting. However, Millennials aren’t quite as dull as they’ve been perceived to be. The ability of Millennials to absorb information, rather than know general facts, and their use of contemporary technology as reading and writing resources has proven that they are quite an innovative and bright generation.
Kids that watch more educational and informative shows such as PBS are - less aggressive, usually have higher grades, and are more ambitious in their studies once they get to high school. Continuing on, video games result in people interacting with each other and are more inclined in making new friends. Games help teenagers follow instructions, problem-solving, logic, and hand-eye coordination. While music can act as a coping mechanism and help in improving one's
348). Carr introduces his theory by noting the observations in which the reading habits of avid internet users such as himself began to deteriorate (Carr, 2010, p. 348). What initially prompted Carr to invest in a computer was the vast variety of applications and communication tools which benefitted him in his career (Carr, 2010, p. 348). However, he claimed the internet progressed to be a hinderance to his capability to concentrate and work efficiently, thus justifying this phenomenon has changed the way both himself and others were learning (Carr, 2010, p. 349). Drained without having his daily ounce of technology, Carr molded into the man who slowly progressed to be dependent on the internet (Carr, 2010, p. 354).
The shooting at Columbine High School in Littleton, Colorado killing thirteen students and teachers shocked the world. “They were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage – or at least fueled their urges” (Carey 1). The shooters of this incident learned their deadly skills from video games. Seventy percent of children ages eight to eighteen have access to violent video games at their home. “Boys who play Teen or Mature-rated games for a minimum of 40 minutes a day may witness over 180 incidents of aggression per day, or 5,400 incidents per month”(Smith, S.L., Lachlan, K.A., & Tamborini, R). Children that play violent video games at such a young age and experiencing such violent actions will start to increase in aggressive thoughts, feelings, and aggressive behavior.
People have always been looking for a reason why horrible things happen. The media is quick to blame video games as the target and cause of many shootings that have occurred, ever since Columbine and Quake. People have been blaming video games for violence for years now, ever since violent video games have been made. News reports blame video games more and more for each shooting, telling the public how this person played video games for x amount of hours a day, and that video games caused him or her to shoot people, and how video games encourage and reward violence. Anti-video game lobbyists have been campaigning to have violence removed from video games, citing resources that they themselves have created as reasons for such, poorly done studies where they confirm that kids are more aggressive through how much hot sauce they put on someone’s fries. While unbiased studies of video games and their links to violence are hard to come by, recent research has shown that video games do not in fact have a casual link to violence, and may even have the opposite effect. Violent video games have nearly no link to violence in teens or adults.
Ferguson, C. J. (2008, Jan-Jun). The School Shooting/Violent Video Game Link: Casual Relationship or Moral Panic? Journal of Investigative Psycology & Offender Profiling, 5(1/2), 25-37.
In this day and age it seems as if America's youth is becoming more violent. Concern for those aspects in our society which influence violent acts has become an issue since the tragedy at Columbine High School on April 20, 1999. Many feel one aspect of today's society affecting our nation's youth in a negative manner is video games. Is this form of entertainment really a factor in teen violence? I think not. Video games are not to blame for increased teen violence.
In 1998, the US software industry sold $6.3 billion worth of video games (see Unknown). Not bad for an industry that didn't exist 25 years ago! Yet despite its continued growth, all is not well in the video game industry. School shootings in Littleton, Colorado; Pearl, Mississippi; Paducah, Kentucky; Conyers, Georgia and many other towns have shocked the nation (see Malcolm). Understandably, grieving parents and sympathetic citizens are searching for a cause for this "outbreak" of youth violence. It is natural to assume, "when children, the symbol of innocence, commit the severest of crimes, then something must be going wrong with society." (see Maker)
I can see where the adults are coming from when they say that these games are more violent, because they are more graphic. The increase of graphic violence is also a factor that has been looked at. Now that computers are “evolving” the amount of things they can do with games also increases. As c...
Have you ever wondered if our generation is the dumbest? Well, there’s some evidence to prove so. Generation ‘Y’ is considered to be the dumbest generation of all. This is based on numerous experiments, polls, surveys, etc. While everything else in this world is rising, intellect of each generation is falling. With the ignorance of facts, by choice, and lack of some education, Generation ‘Y’ is considered to be the dumbest generation.
A review in 2004 did not show a clear relation between video game violence and real life violence. The study found that for every 1% increase in violent video game sales there was a .03% decrease in real life violence. (Fournis,
There is no doubt that the media can spin a story into a shocking and scary account produced solely with the intent to sell. This information, force-fed to the public, can cause fear and hatred to develop within our country and result in gun violence and bloodshed. One reason for the amount of youth violence in America is the violent content in many video games. The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media-based mediums and have become increasingly popular since the 1980’s.
Does violence in video games encourage wild behavior on impressionable children? A lot parents believe that their children are being influenced by video games to act a certain disrespectful way towards others or commit crimes. Yet, studies show that the arrests of juvenile teenagers have declined 71.9% while sales for popular, and violent, video games have increased 49.3% ("Crime in the United States, 2008," FBI website, Sep. 2009). Plus, a link between violent video games and rude behavior has not properly been connected. Video games do not pressurize teenagers, girls or boys, into violent personalities or to reenact the main characters performances. Video gamers aren’t encouraged by actions in the games they play because they have a sense of reality, the games they play can actually be an outlet for the rage they might hold in, and there are reasons for why games have ratings.
I strongly believe that people of my generation are smarter and more intelligent than our ancestors, while my grandparents disagree with this idea. I see that the present-day discovery of scientific facts and modern technology help shaping our idea of the world and lead us to the better understanding of the world, by giving us skill of swiftness, convenient access to information and fact of nature, and correcting the false myths. Also, brand-new style of teaching allows kids these days to be more creative and confident than those in the old days, as students are allowed to use ask their teacher when in doubt, and join an open discussion in class.
Far from turning teenagers into anti-social loners, video games help them engage with friends and community, says a report.