The Ethics of Violence in Computer Games
Violence in video games was never a hot topic until April 20th, 1999. After the Columbine High School shooting rocked the nation with its unbelievable random brutality, a shocked nation searched for answers. There must have been some reason for Eric Harris and Dylan Klebold’s bloody rampage. The nation needed a scapegoat for this horrible event, something to take the blame. A lot of the blame landed on the media, the music industry, and violent video games. The debate over how video games influence kids still continues. There are many opinions on how harmful or harmless video games really are. Recently, many legislators seem to have decided that video games are, in fact, very harmful to kids. Legislation is currently being created to restrict and censor violent video games. Traditionally, parents have been the ones responsible and in control of what their children were exposed to on the computer. Now legislators want to govern what kids are exposed to rather than trust this job to the parents. This is a departure from how other forms of media are governed. Kids are legally allowed to buy any kind of music regardless of parental advisories and to view any kind of violence on TV. It is the parents’ job to determine if their kids are allowed to listen to that music or watch that TV. It should remain the same way with video games. It is unethical to take these choices out of the parents’ hands. It is the parents’ responsibility and right to raise their children how they see fit. However, the industry also has an important role to play. The music industry puts parental advisories on music content parents may find inappropriate and parents are informed of channel content when they sign up for cable. Likewise, the game industry needs to improve upon their methods of informing parents of the content in their games. Parents should be responsible for regulating the types of games their kids are exposed to, however, the video game industry has a responsibility to accurately and honestly communicate the level of violence depicted in their games.
The effects of video games on kids is a relatively new topic of research. Initial
studies have resulted in inconclusive and conflicting results. Most researchers have simply decided that video games should have the same negative effect on children as TV does, since the two mediums appear to be so similar.
no easy situation to address. Is it worth BC’s approval to build the pipeline, when it
From the arguments, it is evident that the negative effects of the construction of Keystone XL Pipeline supersede its positive impacts, both on the United States of America’s economy and environment. Therefore, it is important that the country takes into consideration the negative effects that might be associated with the pipeline before embarking on its construction.
The newest proposed phase has been met with mixed feelings. Many companies in industry wish to see the newest phase of the pipeline completed because many believe that it would be very beneficial to almost everyone. One of the biggest benefits that the construction of a new section of pipeline would provide is the large amount of jobs that it would create. The...
Odysseus is the main character in an epic poem called the Odyssey. In the poem Odysseus has had some bad luck getting home, with some of the gods helping him and some hindering him; his journey towards home is a constant struggle. In this poem we see a man being broke and rebuilt, through constant irony his faith was damaged and without the help of Athena he probably would have given up on his journey. Through his hard work and wise spirit he finally does achieve his goal.
The allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
Since the 1970 video games have become more popular than ever before. Generating 11.7 billions of dollars of sells every year or more, the video game industry is considered one of the largest industries in this century. However, video games have been a topic of controversy. With the sales of violent video games going up and the increased violence in schools and teenagers, video games are always to blame. Many people speculate that video games are the cause on why many teenagers have developed aggressive and violent behavior, are desensitize to violence, and the increase violence in schools and public places. In contradiction, video games have little or no fault in teenagers’ violent behavior and shouldn’t always be blamed.
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)
Picture this: a hero of great legends who travels to the underworld and back to get directions to his home from a blind prophet. It sounds like quite an impossible journey, but that is exactly what makes Odysseus all the more fascinating. The Odyssey, an epic poem orally transmitted by Homer, a Greek poet who wrote The Iliad, had to contain some variety of attributes that Greeks valued in a person. That one embodiment of what the Greeks found intriguing in a character is Odysseus. Odysseus is known as what is called an epic hero. An epic hero is a protagonist of a story that represents the most important attributes of a civilization. Odysseus, being based in ancient Greece, is the embodiment of intelligence, loyalty, and strength.
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.
The Gestapo, established in 1933, controlled originally by Georing and later in November 1934, was controlled under Himmler. The Gestapo’s job was to investigate and suppress all anti-state activities, and had a reputation of being very brutal and ruthless. It was not secret and was much feared. Terror atomised the nation, people thought the Gestapo was everywhere but in fact they were a very small number. The Gestapo controlled concentration camps.
Over the past 30 years, playing video games has become one of the most popular hobbies worldwide. Not only has the video game industry become a multi-billion dollar industry, but it has attracted people from all age types. While video games today are played by both kids and adults, there are many issues being raised regarding the effects of video games. More particular, is the effect that violent video games may be having on children. Some critics argue that video games are direct indicators of child aggression while video game supporters argue that there is no direct link between child aggression and violent video games. While many people have their own personal stances, this issue is unique because it is unfolding everyday. Scientists and researchers all over the world are continuously doing research regarding the effects of video games on children. Even though this remains a field of uncertainty for researchers, parents should definitely be involved in being aware of what it is that they’re children are playing when they play video games.
There are many controversies about video-games that vary from the idea that they lead to violence due to the graphic nature of some video-games, they are addictive, or they promote laziness and corpulence rather than going outside to be active. Contrary to belief there are many family friendly, educational, and fun games available if a person takes the time to look past all of the hype in the media about games such as Grand Theft Auto and Call of Duty. “Nearly 60 percent of the almost 1,700 ratings we assigned last year were E for Everyone, which means there’s a huge selection of games available that are appropriate for all ages,” says the ESRB’s Patricia Vance. If parents would take the time to pay attention to what games their kids are playing, then there would not be such a large controversy over this topic. It is a parents job to know their kids maturity level and be able to tell if their child is capable of handling certain games without taking the games to the literal level. If a parent disagrees with the content of a video-game, then they have the right to tell their kids that they are not allowed to play it. Despite the skepticism that is passed around about the “violence and mature content” in many video-games, there are many benefits that come from them. They have been proven by many studies to stimulate education, increase brain function, and improve motor skills. They have been shown to provide relief to mental pain and depression by creating a distraction from the issues weighing on a persons mind. Not only can they provide mental pain relief, some instances have shown that they can provide relief to people with a chronic illness or constant physical pain. Video-games have been shown to encourage social skills and int...
By far the largest concern of technology today is video games. There have been so many experiments and studies to try and figure out if video games have a negative or positive effect on our children. A growing body of research is linking violent video game play to aggressive cognitive, attitudes and behaviors (D.A. Gentile, 2004). Video games can obviously be dangerous for our children causing aggression, bad performances in school and obesity. Although we cant blame all of these problems on the use of video game...
The day was April 20th, 1999. During an otherwise peaceful day at Columbine High in Columbine, CO, two seniors—Eric Harris and Dylan Klebold—finally committed an atrocious act. That act had been in the planning for a long time, perhaps even since Harris designed a website for popular, controversial, extremely violent video game Doom in 1996. The Columbine High School shooting is known as the deadliest high school shooting ever, with its death toll of twelve students and one teacher, as well as twenty-four people injured. But little known for some is the fact that the Columbine shooting was what kick started the nationwide controversy over violent video games. Harris, for one, was an avid player of Doom, and some believe that’s what caused him and Klebold to even think of murdering all the people who had, according to Harris’ diaries, simply ‘annoyed’ him. The fallout of this incident was massive, but one of the long-lasting effects has been the worry in people’s minds that there is a connection between video games and violent acts performed by teenagers. Those who do believe that may claim that before the digital age, violent acts—at least those performed by teenagers—were few and far between. (This is an obvious rumor, not a fact.) If that were the case, it’s understandable why some believe that games are causing more violence in today’s youth. Teachers are worried about the issue, as are parents and government officials, and teenagers and game producers are involved in it as well. The issue itself raises many questions: are teenagers so easily affected by images on a screen? Is the world merely a product of its pastimes? If video games really do cause increased aggression in youth, what are people supposed to do about it? Despit...
Children go to school for seven hours a day, when teachers make them do homework it causes them to get stressed. Furthermore if children understand what they learned at school why do they need to repeat it at home? If children are struggling on a certain subject, teachers should be able to help them directly, not with homework because giving them homework on something they don't know anything about is counterproductive. Instead private tutoring could be something schools provide for failing students and not homework.