One of the fastest growing sectors in the United States economy, with sales over six billion dollars in 2012 is the video gaming industry ("Games: Improving the Economy’). Technical innovation has given the video industry power to create exciting realistic worlds, turning video games into the vast entertainment business that it is today. Setting sales records, Violent Video Games (VVG) are now a common staple in many households. One of the most argued topics in media studies, investigation on the impact violence has on society from mass media continues to rage on. Parents look to the media for reliable studies to confirm or distinguish the effects VVG has on children. Even more menacing than violence on television or in movie theaters, VVG have created enticing graphic worlds created to slaughter fellow players. Modern video games allow players to take an active role within the game. Enticing players to engage in realistic assault scenes that are meant to be entertaining. Worthy playing is then rewarded with: trophies, bonus points and extra lives. THESIS Engaging in first-person participation in entertainment violence negatively influences impressionable youths whom are more and vulnerable to their environment. A large population of consumers purchasing VVG are teenagers and this should be a concern for society. Advocates argue that distorted images of violence desensitizes adolescents to emotions surrounding aggressive images. Some blame the video industry for the corruption of innocent minds. Politicians and child psychologist insist VVG impact youth in detrimental ways. The video industry voluntarily uses the Entertainment Software Rating Board, a rating system established in 1994 by Entertainment Software Association (ESA E... ... middle of paper ... ...ality. Works Cited ESA Entertainment Software Association. "ESRB Ratings Guide." Entertainment Software Rating Board. Entertainment Software Association. Web. 5 Nov 2013. . Ferguson, Christopher. "Video Games Don’t Make Kids Violent." Time Ideas. Time Inc., 07 Dec 2011. Web. 7 Nov 2013. . "Games: Improving the Economy." Entertainment Software Association. Entertainment Software Association. Web. 25 Oct 2013. . McGraw, Phil Dr. "Children and Violent Video Games." Dr. Phil. drphil.com. Web. 5 Nov 2013. . United States. Federal Bureau of Investigation. Crime in the United States. 2011. Web. .
Video games are widely popular as a form of entertainment for young children and teenagers in the United States, and many of these games contain forms of violence. Because this causes exposure to such graphic images for many children, there has been a concern that these violent forms of entertainment affect these children. Numerous studies conducted by groups of psychologists have been directed on this particular issue, leading to evidence both for and against this claim. This is an issue which parents should acknowledge, as it greatly impacts their children. Therefore, parents must become aware of the issue of violence in video games and monitor their children’s access to such games because history as well as numerous studies and statistics to have shown that they have negative effects on children, causing desensitization due to the exposure to such intense images.
Anderson, C. (2010, Mar/Apr). Violent Video Games and Other Media Violence, Part II. Pediatrics for Parents, 26(3/4), pp. 21-23.
Reilly, Rachel “Violent Video Games make Children Grow Up Into aggressive adults” Dailymail.com March 2014 26 March 2014
In recent years, many technological advancements have led to a new form of entertainment for society. One of the soaring forms of this entertainment is video games. While the sale of games continue to rise at a drastic rate, game designers and the media focus the public's attention on violent video games, since it seems to currently be to the more attractive type of game, not only among the public, but the gaming industries as well. As these games become increasingly popular, there has been an abundance of researchers and health officials that say that such games result in increased violence among juveniles. Many believe that violent video games cause behavioral problems and therefore increase crime rate and violence among youth; however, research has shown that some of these studies are inaccurate because they do not effectively measure aggression and that these games can contribute in a positive way.
Anderson, C. A. (2011). Violent Video Games and Other Media Violence (Part I). Pediatrics For Parents, 27(1/2), 28.
Strasburger and Donnerstein are the author of the article, “The New Media of Violent Video Games: Yet Same Old Media Problems?” They are trying to prove that there is a negative result on children and young adults who play video games that are extremely violent, as well as watching violent television shows and violent movies. The authors also believe that children and young adults that are frequently engaged into video games that are really violent and television show as well as movies that are PG-13 or R rated are a result of the mass shooting in 1998 in Jonesboro, Arkansas and in 2012 there was also shooting in Aurora Colorado and Newtown, Connecticut. This has believed to have caused a major issue of media effects, especially violent video games on young people (Strasburger & Donnerstein, 2014).The aurthors, Strasburger and Donnerstein stated that most parents and guardians, including foster mothers in the United States of America thinks that it is a fact that because of extreme exposure to violent video games and television movies have cause children to be aggressive, hostile and having behavioral problems (Strasburger & Donnerstein, 2014). The authors also discussed issues on different major topics, for example, the devices for the confinement of hostile behaviors and attitudes in violent video games, such as hostile virtual reality and continuous violent actions.
The issue of video games and the potential aggravation of the character of youth is an ongoing argument. Video game violence has affected children and young adults both negatively and positively in recent years. Video games and their violence are often seen as responsible for desensitizing the consumers (Bartholow, Bushman, Sestir 2006), giving them a false sense of reality and incentives for aggressive and erratic behavior (Dietz, 1998). Contrarily, video and online gaming also seem to positively influence the youth using channels of release for negative energy and aggression, increasing social interaction locally and internationally and assisting in motor and perceptual skills.
“Violent Video Games and Other Media Violence” by Craig Anderson is an argumentative essay of how and why violent games and media effect the youth of the world. The essay contains two major questions: 1.Is there a significant association between exposure to media violence and aggressive behavior? And 2. Is this association casual? Over 50 years of research is reviewed while trying to get to the root of the topic. Anderson is not only a highly credible source; he also develops his essay in a manner easy to follow, and presents researched facts to back up the statements being made on such a controversial issue.
The author of Harmless Fun? argues that video games causes violence in young kids. They state that in the world of violent video games, players can take their aggressions out on enemies with typically graphic results. They say that most grown-ups and young adults can tell the difference between “real violence and the virtual kind”(614) but young children are still learning good behavior. Weekly Reader claims that children are the real-life victims of video game manufacturers. They say, “I’m not saying that violent video games are the root of all aggression in the world. But I don’t see any evidence that the blood-soaked citizens of the screen world are doing anything to make the real world a better place.”(614)
Norcia, Andrea. "Parents & Teachers: Violent Video Games & Aggressive Behaviors." n. page. Web. 18 Nov. 2013. .
Video games have come to be such a high demand for kids that it is very common for every household to have at least one type of gaming system. In Peggy J. Parks’ book, Video Games, it is mentioned that 69 percent of American homes have some sort of gaming device. Kids as young as three years old are becoming more and more familiar in how to use these gaming systems as well. Therefore, exposure to violence is beginning to
“As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language within video games. Ratings have become more relaxed, and the lines between T (Teen) and M (Mature) rated games has gotten closer together. Violent games are becoming the normal and accepted of all games, and are being demanded by the gaming industry more heavily. Parents have always shied away from these games for their children, regardless of age. However, kids are getting these games whether they are the correct age (17+) or not. Young kids, less than ten years of age are playing horribly violent games and parents are fearing the repercussions. But video games are not to be blamed for child violence. Violence in video games does not cause children to become violent people later on in life.
Lieberman, Joseph. “Parents Should Say ‘Enough’ to Violent Video Games.” Christian Science Monitor (Dec. 24, 1993):23. Web. 20 February 2011.
It is not a well-known fact that since 1994, in the US, video game sales have increased an estimated 204%, while crime has fallen 37% (“Violent Video Games”). Video games create an outlet for an alternative reality for expressing aggression, rather than in the real world. Simulated violence that is shown to the public through video games is advantageous in numerous ways. Video games are extremely beneficial and safe because they provide kids with useful, real-world skills, they help gamers to solve scientific problems, and there are limits placed on them.
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to