Hamlet's Numerous Problems Hamlet's problem is not exact; it cannot be pinpointed. In fact, Hamlet has numerous problems that contribute to his dilemma. The first of these problems is the appearance of King Hamlet's ghost to his son, Hamlet. Hamlet's morality adds a great deal to his delay in murdering the current king, Claudius. One of Hamlet's biggest drawbacks is that he tends to think things out too much. Hamlet does not act on instinct; however, he makes certain that every action is premeditated. Hamlet suffers a great deal from melancholy; this in turn causes him to constantly second guess himself. The Ghost is the main cause of Hamlet's melancholy. Also, Hamlet's melancholy helps to clear up certain aspects of the play. These are just a few of the problems that Hamlet encounters throughout his ordeal. The last of Hamlet's problems stem from his relationships with the people close to him. Hamlet suffers from an Oedipus complex. Hamlet's relationship with Ophelia also causes him grief. All of the problems that Hamlet encounters make him question nobility. These ideas all add to the lack of haste in Hamlet's murder of Claudius. The appearance of the ghost to Hamlet causes him much confusion. As Dodsworth states, "Hamlet regards the Ghost as eminently 'questionable' (43), that is, 'which invites question' as Jenkins has it, but more pertinently 'uncertain, doubtful'"(Dodsworth 58). Hamlet does not know whether or not to listen to the ghost. If it is indeed the ghost of Hamlet senior Hamlet is obligated to follow his orders, "It is as he is flesh of his flesh that Hamlet is bound (by 'nature') to act on his father's behalf" (Dodsworth 59). In conclusion, the appearance of the eminently is the beginning of Hamlet's problems. Morality is the next big challenge that Hamlet faces. Hamlet needs to morally justify the murder of the king to himself before he can go through with it, "Hamlet was restrained by conscience or a moral scruple; he could not satisfy himself that it was right to avenge his father"(Bradley 80). This idea connects directly with the idea that Hamlet thinks too much. Although Hamlet does not act on instinct; he does understand what it is telling him to do, "Even when he doubts, or thinks he doubts, the honesty of the Ghost, he expresses no doubt as to what his duty will be if the Ghost turns out to be honest" (Bradley 80).
Many People have put their attention directly on the influence violent video games have on the bad behavior of children. People believe videogames intensify aggression in children, while others say it can be a safe getaway for a child to express his aggression. Many opinions on this issue are stated still today, and they remain divided amongst the people who claim videogames to be a cause of aggression and those who claim otherwise. A child’s behavior can not be determined by violent video games, but instead is caused by a variety of environmental and domestic factors. It is easy to blame video games on violence, instead of looking at factors such as economic status, familial issues, and exposure to other entities such as television and media. This paper will bring forward the opinions of those who believe in no relationship between violent video games and bad behavior with one counter argument expressing the opinion of those who believe there is a relationship.
Massoud, Justin. “Video Game Addiction – Five Extreme Cases.” Asylum For All Mankind. Aol Inc. 3 November 2009. Web. 5 May 2014.
Tzemach, Gayle. “Blood and Gore Onscreen”. Violence Invades Video Games. 1 December 2001. ABC News. 19 March 2002. http://abcnews.go.com/sections/tech/dailynews/internetgames981201.html
"What Science Knows About Video Games and Violence." PBS. PBS, n.d. Web. 13 Jan. 2014.
Desensitization from video games creates a biological response that leads to a lack of empathy and more aggressive behaviors. Furthermore, violence in video games is rewarded, making one more likely to repeat the behavior in real life. Finally, video games allow people to take on roles, and along with one’s inability to separate reality from fantasy, people will take on these roles in real life, leading to many of the recent mass shootings. The debate on video games and violence will carry major significance over these coming years. Although violent video games will not necessarily be banned, there might be moves to educate parents about the dangers of violent video games so that their children can be monitored in the games they choose. However, the debate will not be completely solved. Video games are a multimillion dollar industry and the companies may pay psychologists to agree with their sentiments, prolonging the debate. Although video games are some of the most popular items in the world to own, one must take caution in purchasing them, especially violent
The ESRB rating system was created in 1994 in response to violent video games like Doom, Mortal Kombat, and Night Trap. The ESRB rating system is meant to protect those under the ages of each rating, eC (Early Childhood) through A (Adult, 18+). While it is not illegal to sell Adult or even Mature games to minors, most retailers like Gamestop and Target refuse to sell them to those under 18. Also, console manufacturers will usually not allow a game to be produced if it is unrated, or if it refuses to be rated. The ESRB rating system is a system that rates games based on how ‘adult theme...
The second reason video games are an issue is that videogames have been linked to a variety of mental and physical ailments. The most common physical health problems tend to be arthritis from barely moving the fingers while using a keyboard or game controller, and a variety of eye problems due to constantly staring at the game screen. The most frequently occurring mental problems range from delusions to schizophrenia and becoming desensitized to violence. Keegan says that "repeated exposure to violent images can make people less sensitive to the effects of violence" (1). All of these ailments, both mental and physical, can and will occur in many people, but this statement only holds true if the player spends much of his or her free time playing video games. The essay “Violence and the Media: A Psychological Analysis,” shows how the number of hours spent watching a television program may be more influential than the nature of the program itself (Javier 4). While this statement refers ...
noticing an increase in the aggression of their children as well. This brought about the assumption that the violence in video games has a large impact on the way children behave.
Everett, Liam, Violence in video games (2014). [Online] Available at: http:// www.surveymonkey.com/s/G76T8RF [Accessed 20 May 2014].
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
Video games have been known as a healthy outlet of aggression or for just overall stress relief. Video games are like books and movies; they provide a sort of ‘escape’ from reality, and escape for the world of troubles. Video games have been known to be of a huge help to those that have been in traumatic and stressful situations (Meixsell).
Video games have been a growing industry for about 30 years and has never been bigger. As a whole, the industry made around $66 billion last year, and is expected to make even more this coming year. Because of this growth, gamers have sought better graphics, better stories, and even more violence. Developers have satisfied this want with more M rated games that include heavier violence, stronger language, sexual themes, and intense blood and gore. Past acts and laws have been put in place to try and eliminate violence in video games. These laws have stiffled the industry's freedom of expression and caus...
Having seen the king, now he has a perfect opportunity. He draws his sword ... and does nothing,” (Cutrofello). Hamlet greatest mistake was not killing Claudius when he was praying, he had the perfect opportunity to kill his enemy that ruined his life and stole his destiny. Hamlet made a mistake and let Claudius live, this would cost him his life at the end. If only Hamlet would have killed Claudius, this make no sense to any logical person. Hamlet should have listened to the ghost, the ghost told him all the information he needed to know. However, Hamlet wasted a lot of time being sad and depressed over his father’s death. Hamlet being depressed was a waste of time for him, he had a lot of events that he needed to face. Hamlet’s destiny was to face Claudius, the whole story was structured around this. He should have been training for combat if he was smart, Hamlet could been an obese man. Hamlet was not athletic because he sarcastically compared himself to Hercules. However, he could use a blade decently because he was able to fence with the poisoned blade at the end. Hamlet must have received some training in fencing which would be a common hobby of a prince. Hamlet other than his fencing training was unprepared for his battle with Claudius, Hamlet should have spent more time training and learning Claudius’s weakness. Hamlet’s decisions were controlled by his emotions. Hamlet was a slave to his mind, he even talked about
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
A study in the medical journal Pediatrics discusses how a group of 181 Japanese students from the ages 12 to 15, and 364 U.S. children from the ages 9 to 12 were tested in order to observe the effects of violent video games. It was recorded that the children who were more subjected to the violent video games were more aggressive than their complements who did not participate in the games. (Moeller) The children who played the games also ended up controlling numerous situations inadequately; this involves pushing or shoving for what they wanted, or yelling at each other. It is tolerable to have faith in that this is a standard stereotype for children at this age; however, children are becoming more and more out of control and belligerent. Research has also found that, controlling for prior aggression, children who played more violent video games during the beginning of the school year showed more aggression than other children later in the school year