+Obama's quote for gun ban : "While there is no law or set of laws that can prevent every senseless act of violence completely, no piece of legislation that will prevent every tragedy, every act of evil, if there's even one thing we can do to reduce this violence, if there's even one life that can be saved, then we've got an obligation to try it."
+Some of the main legislative proposals backed by Obama and Vice President Joe Biden are:
-requiring criminal background checks on all gun sales, including private sales
-banning "military-style" assault weapons
-limiting ammunition magazines to 10 rounds
-strengthening penalties for gun trafficking
+NRA critics obama's gun ban : "an assult weapon ban is unlikely …show more content…
to have an impact on gun violence"
---> mandatory gun buy back ---> gun buy back and no exemption
Effectiveness of universal background check depends on "requiring gun registration" with the federeal gov, that's the illegal abuse freedom and property.
+Gun control :
-Pros :
_Most violent crimes are committed with guns; thus, restricting gun ownership will likely reduce the number of such crimes.
_Lunatics, bullied school kids, disgruntled workers, and others can inflict mass casualties with guns that otherwise wouldn't be possible.
_A crime victim who has a gun may be in more danger than an unarmed person since the criminal may kill in perceived self-defense.
_Suicides and crimes of passion are higher with gun availability, as it's much easier to act immediately on your impulses when a gun is available.
_The 2nd Amendment of the Constitution was targeted towards militia, e.g. the National Guard, rather than individuals.
_Crimes that may have been less harmful can be made more dangerous by adding a gun.
_Legalized gun ownership means guns have a greater chance of falling into the hands of kids, potentially resulting in some deadly accidents.
_Terrorism, school shootings, and other modern circumstances make guns more dangerous nowadays.
-Cons:
_Criminals will always find a way to obtain their guns, leaving law-abiding citizens without any weapons to use in defense.
_Crimes are often prevented by the deterrent effect of the possibility of victim gun possession.
_The 2nd Amendment to the Constitution protects the individual's right to gun ownership.
_Woman and weaker individuals may have no means of self-defense from rape or other crimes, especially in the inner city.
_Guns in the possession of citizens are an added protection against government tyranny.
_Police are often too overwhelmed to protect all citizens from violent crime.
_Banning guns will create another potentially large source of organized criminal revenue, as a black market for guns will surely develop.
_Banning guns will take away yet another piece of our liberty, which is one more step to socialism and totalitarianism.
_Reasonable gun control & education steps can be put in place, so an outright ban is unnecessary
In my country, they prohibited people from owning a gun. This mostly has good effects like most of the Pros of the gun control. However, the cons are that criminals will always find a way to have their weapon. Thus, lots of them started to make and use hand-made guns, which have low quality and are unsafe. They are sometimes considered more dangerous than normal guns. They might cause fatal damages for both the users and the victims.
APA : VIDEO GAMES
-Playing violent video games can increase a person's aggressive thoughts, feelings and behavior both in laboratory settings and in actual life.
-"One study reveals that young men who are habitually aggressive may be especially vulnerable to the aggression-enhancing effects of repeated exposure to violent games," said psychologists Craig A. Anderson, Ph.D., and Karen E. Dill, Ph.D. "The other study reveals that even a brief exposure to violent video games can temporarily increase aggressive behavior in all types of …show more content…
participants."
-Also, they found that amount of time spent playing video games in the past was associated with lower academic grades in college
-However, Christopher J.
Ferguson, PhD, of Texas A&M International University said that much of the attention to video game research has been negative, focusing on potential harm related to addiction, aggression and lowered school performance. Recent research has shown that as video games have become more popular, children in the United States and Europe are having fewer behavior problems, are less violent and score better on standardized tests. Violent video games have not created the generation of problem youth so often feared.
-One study in the special issue of APA shows that video game violence can increase aggression in some individuals, depending on their personalities.
-Most popular psychological model of personality traits, called the Five-Factor Model, is used to examine. The model scientifically classifies five personality traits: neuroticism, extraversion, openness to experience, agreeableness and
conscientiousness.
-Analysis of the model showed a “perfect storm” of traits for children who are most likely to become hostile after playing violent video games, according to Patrick Markey, PhD. Those traits are: high neuroticism (e.g., easily upset, angry, depressed, emotional, etc.), low agreeableness (e.g., little concern for others, indifferent to others feelings, cold, etc.) and low conscientiousness (e.g., break rules, don’t keep promises, act without thinking, etc.). Markey then created his own model, focusing on these three traits, and used it to help predict the effects of violent video games in a sample of 118 teenagers. Each participant played a violent or a non-violent video game and had his or her hostility levels assessed. The teenagers who were highly neurotic, less agreeable and less conscientious tended to be most adversely affected by violent video games, whereas participants who did not possess these personality characteristics were either unaffected or only slightly negatively affected by violent video games.
“These results suggest that it is the simultaneous combination of these personality traits which yield a more powerful predictor of violent video games,” said Markey. “Those who are negatively affected have pre-existing dispositions, which make them susceptible to such violent media.”
“Violent video games are like peanut butter,” said Ferguson. “They are harmless for the vast majority of kids but are harmful to a small minority with pre-existing personality or mental health problems.”
-The special issue also features articles on the positives of video game play, including as a learning tool. For example:
1.Video games serve a wide range of emotional, social and intellectual needs, according to a survey of 1,254 seventh and eighth graders. The study’s author, Cheryl Olson, PhD, also offers tips to parents on how to minimize potential harm from video games (i.e., supervised play, asking kids why they play certain games, playing video games with their children).
2.Commercial video games have been shown to help engage and treat patients, especially children, in healthcare settings, according to a research review by Pamela Kato, PhD. For example, some specially tailored video games can help patients with pain management, diabetes treatment and prevention of asthma attacks.
3.Video games in mental health care settings may help young patients become more cooperative and enthusiastic about psychotherapy. T. Atilla Ceranoglu, M.D., found in his research review that video games can complement the psychological assessment of youth by evaluating cognitive skills and help clarify conflicts during the therapy process.