There are new types of addictions that are doing a lot of harm to the public, such as phone addiction, tobacco addiction, even video game addiction. Addictions are everywhere. Even you might have one, but it might not be that obvious. Video game addiction does exist, and even though not many people paid attention to it, it is causing more trouble than you can imagine. One of the biggest problems of video games is violence.
“Real life violence is real life violence. Movies are movies. I can watch a movie about the Hindenburg disaster and get into it as a movie, but still feel it 's a horrible real life tragedy. It 's not the same thing at all.“ These words said by Quentin Tarantino, a well known film director and part of the problem, according to some, would perhaps summarize best what my views on this topic are. The media is not promoting real world violence, because human beings understand that real life and television imagery are two notably different things.
Moreover people thought it was the video game that caused them to this in which in fact their was no correlation since millions of players play it. On the other hand society will still think video games can cause violence they will try an throw at you many scenarios in which a teenager killed people or got addicted. In my experience I have played video games since I was 6 years old from racing games to violent video games in which I never thought of doing horrible actions. Their parents have to see if their child is responsible enough to act mature enough for a game. Its mostly the older generation that blames video games since they just see blood and gore on the
One of the biggest question in our society at the moment is, do violent video games have a long-term effect on people, or are there other contributing factors that lead to such violence? This is an important question because youth violence is a public health issue in the United States. When doing experimental studies of violence in relation to violent video games, experimenters will typically use nonviolent games as a control group, that way if there is an increase in aggression in the violent game condition, it can be associated solely with the violent game. As stated by Sestir and Bartholow (2010), experimental studies often show that those who play violent video games are more aggressive immediately following game play, however, these effects disappear shortly after. Sestir and Bartholow (2010) conducted multiple experiments to test the relationship between video games and aggressive cognitions.
As far as if I think this is going to become a problem or not I really do not think this is going to become a huge problem in our upcoming society. I think this because once again you have to go back to the numbers and they are that all ready 90% of the whole United States plays video games and that number cannot really increase too much. I also agree with the majority of the studies that state that the violence that is occurring is to be blamed on something else. The studies that also claim that there is a connection between violence and video games cannot be that
Can Video Games Make People Violent Or Affect Lives In A Negative Way. You always hear people saying violent video games can make you a more violent person, then you hear people defending video games saying that video games do nothing wrong and instead its the peoples problem. People have been arguing over this debate for many years. I will be writing about violent video games and how they don 't make you more violent. There 's lots of people who play violent video games but many of them aren 't violent at all and the people who happen to be actually violent can and have put a bad stigma over parts of the gaming community.
In the first years of the cinema history, the idea of watching explicit violence in the big screen was unthinkable. The explicitness of violence in cinema has been in crescendo during the whole history; starting from a representative, interpreted and dramatized violence, until becoming an explicit, raw and realistic violence (Ruiz, 2010). When cinema started, people had to get used to watching moving images, as they were not used to that kind of spectacle. The same thing happened with violence, when it started to appear, the audience had to get used to watch this kind of representation. But at first, this representation was not very vividly, and if directors wanted to make it 'explicit ', those images were censored and the movies prohibited in certain countries.
Yet, censorship has benefits in the world and it must continue. As an example, the violence in video games ought to be stopped immediately. This must be stopped since kids see violence in the games and they are likely to reproduce it in the real world. In fact, “60% of middle school boys and 40% of middle school girls who played at least one Mature-rated game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play a M-rated games.”In other words, the kids who do play violent video games are more likely to repeat that violence than the one who have not played violent video games. To elaborate, games such as Call of Duty might give the players the feeling that they are actually murdering the other players, which might make them think that violence is appropriate in reality.
The world is full of brutality - crimes so disgusting that it makes every headline on the topic the frontline act of any news broadcast or newspaper. Over the last couple of months, big names in Hollywood like producer Harvey Weinstein and actor Kevin Spacey have been ousted as perverts responsible for sexual harassment. While the subject is no longer taboo in Hollywood, it is still a forbidden topic within the world of Young Adult literature. While there are some books within the genre that explore the topic of rape, there are not many. While some people can list more books on both hands, I can only list a few and that’s only on one hand.
(Toilo, 2011) Books like Grimm’s fairytales and movies like the Rambo series, starring Sylvester Stallone, depict graphic violence, but are rated in the nature to provide parents the ability to determine if a movie or book is appropriate for viewing. No matter the argument linking graphical video game violence to random acts of violence committed by minors like the Columbine School Shooting, does not excuse the failed liabilities and responsibility of parents to determine what is appropriate for their children, instead of quickly trying to make a utilitarian decision into a deontological ethically law, due to the one’s failure to act as a