Video Games : Violence And Violence Essay

Video Games : Violence And Violence Essay

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Over 155 Million Americans play video games. That is an average of two gamers in each game-playing U.S. household. And 4 out of 5 U.S. households own a device used to play video games. The total consumers spent on video games in 2014 was $22.41 Billion. 14 of the top 20 sold video games in 2014 contain some form of violence ("ESA-Essential-Facts-2015.pdf.").
Blood and gore. Intense violence. Strong sexual content. Use of drugs. These are just a few of the phrases that the Entertainment Software Rating Board (ESRB) uses to describe the content of several video games. Violent video games have been blamed for school shootings, increases in bullying, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflicts (Anderson and Warburton 56-84).
In the Columbine High School massacre of 13 people in Jefferson County, CO on Apr. 20, 1999 it was revealed that the two shooters were players of the combat based and alien fighting games Doom and Wolfenstein 3D. After the shooting and this reveal, 176 newspaper articles came out and said that these violent video games were the cause of the tragedy ("04 CTX 6.1_13-17.qxd - Winter07ContextsFeature.pdf.").
In 2005 the American Psychologist Association called for the reduction of violent video games marked, because of the possible relationship between video games and aggression towards women, bullying, and fighting ("Resolution on Violence in Video Games and Interactive Media - resolution-on-violence-in-video-games-and-interactive-media.pdf."). Hilary Clinton, then senator of New York, in 2005 introduced a bill criminalizing the sale of video games rated by...


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...diers and prepare recruits for the battlefield.(Reagan and Reagan ). Dave Grossman, retired lieutenant colonel in the United States Army and former West Point psychology professor, stated: "[T]hrough interactive point-and-shoot video games, modern nations are indiscriminately introducing to their children the same weapons technology that major armies and law enforcement agencies around the world use to 'turn off ' the midbrain 'safety catch '" that prevents most people from killing. ("Conditioning from violent media entertainment contributes to Violence Immune Deficiency - Dave Grossman, Warrior Science Group."). While the military may benefit from training soldiers to kill using video games, kids who are exposed to these games lack the discipline and structure of the armed forces and may become more susceptible to being violent. ("Do Video Games Cause Violence?").

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