* Douglas A. Gentile and Craig A. Anderson, from “Do Video Games Lead to Violence?” Violent Video Games: The Newest Media Violence Hazard, (Praeger, 2003).…
Violent video games have been blamed for school shootings, increases in bullying, and violence toward women. Critics argue that these games desensitize players to violence, reward players for stimulating violence, and teach children that violence is an acceptable behavior. Although critics believe this to be true, there are some people who believe otherwise such as Roger Pilon, who expressed his thought and ideas on the matter in an article he wrote that appeared in the Denver Rocky Mountain News paper on May 9, 1999, entitled “The Blame Game”. In this article he elaborated on the issue of video-game creators being held liable for for the crime that are committed today especially among the youth, for example the Littleton tragedy. Pilon speaks on how not only video game makers, but the media in general all have the right to create and advertise whatever they want by way of the Constitution and the only person who should be blamed and punished for a crime is the direct person who committed the crime. This is revealed by way of the audience Pilon intends to reach through his article which is law enforcers, and parents of video game players all to say that its not the video games that is causing the crime but its the individual.…
Rampage, shootings, killing, murder, blood, and gore are all things that people think of when they hear the words, “Video Game.” Video games have quickly taken on the role of being harmful too kids. Could this be true? Crime rates have been on the rise for the last five decades, so we must ask do video games have anything to do with this? Are video games destroying our children? Every time a school shooting happens people look for something to blame. Furthermore, in the more recent decades people have been blaming the violence of video games, for in these games you have weapons that you often use to kill people or other things with. These games have been said to be extremely graphic and aggressive and have many parents worried. However, after reading many essay’s including, “Art Form for the Digital Age,” by Henry Jenkins, and “Do Video Games Kill?” by Karen Sternheimer, I changed the way that I viewed video games. Before reading these essay’s, I felt as if video games had no other purpose but just to be aggressive, but now I see that video games are not all bad, for they are also a form of art, and art is not to blame for children being violent. Therefore, video games do have other purposes and are not completely bad for kids.…
In the past 20 years society has fallen victim to mass murders perpetrated by children, even though overall crime is down. In order to better understand this; social scientists are conducting studies on whether violent video games contribute to this cycle of violence or are they just a tragic coincidence. In “violent Video Games: Dogma, Fear, and Pseudoscience” Christopher Ferguson argues that there is no significant contribution to video game violence and the up-tick in youth violence seen today. However, David Grossmann in “Trained to kill (children who kill)” argues that video game violence not only contributes, but also trains children how to…
The writer uses the method ethos to provide “hard evidence” (Lunsford, Andrea, et al. 52) to communicate to the audience his credibility and convince readers that video games further stereotypical beliefs and actions. The author uses studies referenced in the article to show “credibility” (Lunsford, Andrea, et al. 43) of studies done. One of the studies used in article “Playing with Prejudice” shows that “children between 8 to 17 years old make up the group that plays the most video games” (Burgess et. al. 552). Attracting this audience at such a young age is very easy to influence and lure them in, and over time this will affect their mine set and behaviors. In order for the author to prove his credibility to the audience, the writer uses research and data to support his argument.…
In Michael Britt’s video podcast, Violent Video Games-What Does the Research Say? (2010), he discusses two studies that analyze the effects violent video games can have on individuals. The first article that was discussed claimed that violent video games lead to the desensitization to real-life violence (Carnagey, Anderson, & Bushman, 2007). Whereas, research conducted by Bosche (2009), used Carnagey et al., (2007) desensitization hypothesis that states violent content may elicit negative responses and inhibitions that would thereby interfere with gaming performance, to suggest that when individuals play violent video games they have an increase in positive emotions. Bosche (2009) claims the reason for such increases in positive emotions stems…
Is violent video games the cause of a lot of children's violent. In the article “violent video games” from procon.org, It show both side that video games are the cause for violent for kids. Although they both have good points, the agent's video games argument has better information.…
Two college freshmen were recently tasked with preparing an argumentative-type essay on video games violence and their influence on their younger audiences. The two easily accepted the assignment without hesitation; they bore deep-seated skepticism on the “nearly depleted positive influence” games have on kids today. They submitted their paper promptly and were stunned to learn of the essay’s failing grade.…
In recent years, we’ve heard on the news of youth crime increasing. According to Cheryl K. Olson, M.P.H., S.D., “it is impossible to know exactly what caused these teens to attack their own classmates and teachers … one possible contributing factor is violent video games.” It 's very difficult to document whether video and computer games contribute to violence such as criminal assault. However, we can conduct a study on how violent games may contribute to some types of violence and aggression and to the beliefs, attitudes, and interpretations of behavior that support them. “Another issue is whether and how the effects of video game violence might be compounded by exposure to violence in other media. Cautious interpretation is necessary, since there is always the risk of confusing cause and effect or correlation with causation.” (Nov/Dec 2002). Technology is constantly changing and advancing, with Internet and console gaming, so researchers have to make intervention efforts more resultant, and to focus on which children are at risk of such behavior. We must focus on developing direct educational and policy interventions based on solid…
Video games have always been a great landmark in the history of the human race and how great and advanced they’ve become since their creation. Video games also have their own timeline and certain points in time in which major controversy has arisen. Newscasters have made full reports on how video games are the major contributor to thoughts and actions of violence in the minds of all who have purchased them, either being adults and all the way down to children of all ages. Even though newscasters and reporters may be seen as respected and credible sources this topic has always pinned video games as the culprit but they were never the ones to blame.…
Controversial subjects comes in all forms and fashions and sometimes presents disagreements within. The controversial subject that I have chosen has been around for many years and have allowed individuals to take a stand for their opinions about the situation. “The debates on video games violence has arguably been narrow, in that it assumes that such games have only negative effects and ignores the possibility of positive effects”. (Ferguson, C.J, 2007) Within the Article it provides stability and creditability in the problem of violence in video games. The Article is called Negative Potential of Video Games by Russell Sabella, but instead of focusing on the facts of how and why this is an issue it provides facts the boys demonstrate these acts far more and singling this gender out within the article. With the validity of this important information that needs to motivate our youth this article depicts that boys will see and demonstrate more violent acts. Understanding that the main focus should be the youth, only boys were singles out and this article also assumed that boys show a greater tendencies to be aggressive due to the motivation of video games “This is especially true for boys who seem to show greater tendencies to be aggressive and to seek out higher media violence exposure”. (Russell A. Sabella Ph.D., 2013) Video games contributing to youth violence and have demonstrated negative actions which caused support groups to stop the creation, sales, or renting to individuals under the age of 18 due to negative acts of harm represented by the youth. The influence that the video games present to the youth consist of aggressive behavior, violence, school shootings and even bullying. “Recent highly publicized school shootings; reports of gang; young people obsessed with violent video games, movies, and song lyrics; and media prone to…
Halo, Call of Duty, and Gears of War are just three of many grossly popular video games today, and they have one main thing in common: violence. Whether one is shooting down Nazi soldiers on the beaches of Normandy or sawing apart Locust drones on the planet Sera with his or her lancer, one is engaging in extremely violent video-game action, and probably having a lot of fun doing so. With the rapid growth of intensely violent games, parents and politicians across the nation have begun to protest against violence in video games and have even gone as far as to say it is the cause of violence in America’s youth. Is this really true? Are video games the problem? Just like the rock and roll movement of the 1950’s being blamed for youth delinquency,…
Why did our forefathers come to America? Why did they risk hopping on a boat, not knowing if they would survive the voyage? What could possibly be so important to them, that they jeopardized seeing their loved ones left behind again? The answer is freedom. Land of the free, home of the brave. However, each day the involvement of the government, media and other people escalates in trying to make sweeping decisions for all. Decisions on topics that do not have any real effect on anyone but the individual trying to make the choice. The content we let ourselves and our kids watch must be decided by us and no one else. One of the most criticized forms of personal entertainment is video games and specifically the violent variety. Some of the most infamous violent video games are the dramatic decapitations, limb removal sequences and big blood splashes which are plentiful in God of War. As well as, Dead Space, an interactive horror story, where the gamer must destroy monstrosities by any means necessary to prevent getting mauled, bitten, impaled, torn in half or eaten. None of those sound like games any real parent would allow their child to play. But, we are the ones raising our children and not a politician, news corporation or much less some stranger. We are the ones that get to tell our kids, “no means no!” Some non-gaming adults claim people engaging in violent video games will start to confuse fantasy and reality, they will take the violence viewed in the game and believe such behavior is acceptable in the real world. But more informed adults would counter those assertions by stating that, if the vast amount of people which play violent video games all acted out on the violence they witness in games then anarchy would reign. In essence, labeling violent video games as “murder simulators” is an inconsiderate statement which assumes that all individuals who engage…
Ethan being a staunch supporter of violent video games, provided explanations for his arguments but in some of them he fell short in providing the full argument, thus making the article biased at some instances. For example, in a report on “Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A Meta-Analytic Review of the Scientific Literature” by Craig A. Anderson and Brad J. Bushman’s, violent video games can be a main reason for people to commit crimes since it will increase their aggressive behavior. Ethan’s article could have been more effective if he had addressed the opposing arguments in the…
Introduction: Computer games have seriously caught the attention of Mass Media and nowadays every channel considers its duty to remind people how much damage these games cause to children and adults. The increasing amount of games with violent scenes sock the society and makes it very aware of them.It is already common knowledge that violent games cause violence in people. This fact is not even doubted by the majority of people. Every other person says that the reason lies in games being too close to reality. The opinion that games make violent actions normal for the player and therefore make the player pitiless can be often heard. In this case the game is the cause of violence and the act of violence by itself is a consequence. And can real-life violence exist in the reality of a game? Is the transfer of the definition of “violence” with all its peculiarities from one world to another justified only according to the external similarity of these two worlds?…