Research fails to show a direct correlation between video games and real world violence. As a matter of fact, a twenty year study showed an increase of 204% video game sales while at the same time violent crime rates and juvenile murderers have dropped 37% and 76% respectively (Procon.org). Whitney DeCamp stated that we need to be cautious of putting the blame on one particular thing when referring to teen shooters and their aggressive intentions (Scutti). Consequently, Brutal video games are not the only factor for aggressive behavior. A report claims that many factors, when placed together, can lead to being aggressive (Puiu).
Sternheimer begins with introducing us to a “first person shooter” game called “Doom”(214). With this multi-billion dollar game industry rising, she points out that there are three school shooting cases that the press emphasizes the shooters being “video-game experts” (215) to the game Doom, only making the “critics’ predictions” (214) about video games come true. Sternheimer begins by explaining how video game violence has become “folk devils” (214). This term allows media and politicians to “channel the blame and fear to remedy what many believe to be a growing problem” (214). Politicians are one of the main factors in targeting video games as the leading cause of violent behavior in teens, according to Sternheimer.
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
Data from statistics has also shown that while video game sales have gone up over the past couple of years, crime rates have also gone down, i 'm not saying video games stop crimes but there does seem to be a coincidence. Video games can also help with motor skills development, helping with memory, co-operation with other people, helping with leadership roles, understanding orders, and video games can even help with developing better spatial reasoning, and helping with things like problem solving and making quick important decisions. People can also meet other people online and make more friends which can help if they don 't have many friends in real life, video games can also help people become more confident and more sociable along with
If you see a violent video game player assault another person, it is difficult to know the direct cause of the assault. Was it playing violent video games for hours on end, or was it something else? The psychological process by which playing violent video games produces this result is not as intuitive to most people as are biological processes. People are probably more accepting of the idea that smoking causes lung cancer, for example, because it is much easier to grasp the idea that smoke going into the lungs, damages cells, and starts tumour growth.
From TV shows like “Tom and Jerry” and “Spongebob Squarepants” to the plethora of action movies and sometimes comedy movies that depict an overwhelming amount of violence, violent media surrounds us everywhere we go. Because of this, most people would willingly argue that the production of violent video games is far from the root cause of the violent behavior in both teens and adults. To an extent, it is true that video games cannot be singled out as the only source of violent media but there is no denying that violent video games contribute to a culture wherein violence is made common and comfortable in our society. One example as to how video games have influenced violent acts is when 17 year old Lamar Roberts and 16 year old Heather Trujillo beat a 7 year old girl to death because they were imitating a part of the popular video game series Mortal Kombat.
Ratings on video games are put in place for a reason: to regulate who can purchase them. On video games with a rating less than M, anyone may buy them and play them. On video games that have been given an M (mature) rating by the ESRB, you must be at least 17 years
Video games become violence these days. Many people are died. According to certain people, violent video games shouldn’t be banned; they feel that violence video games are the source of today’s motivation. I strongly disagree with them.
“Video Games” “We are no longer worried that children are missing school because of video games, though. We are worried that they are murdering their classmates because of video games,” said Tom Bissell. The new field of games studies has generated three somewhat competing models of video gaming that characterize games a new forms of gaming, narrative, and interactive fictions. When treated as necessary and sufficient condition definitions, however, each of three approaches fails to pick out all and only video games. (Definition of Video Games, par 1.)
There are a lot a video games out in the world today and about half of these games include some type of violence. Many are to blame violent video games for aggressive behavior with much evidence which are given in “Violent Video Games Promote Violence”, “Violent video games and desensitization”, “Tying Columbine to Video Games”, “Grand Theft Childhood” and “Brown v. Entertainment Merchants Association”. Video games were created to create fun in the lives of kids and people of all ages who want to have fun. Though violent video games have evolved to be a big part of what video games are. As some people believe and have studied such as Bill Korach who wrote “Violent Video Games Promote Violence”, violence is what creates real world problems.
The point of view differed from issues and controversies reason being that it did not converse regarding to the newer technology offered for vehicles. It only mentioned the government and its laws that were needed to be imposed for the citizens, along with statistics from past years about deaths on how they have decreased. When database two in article one “Driving Gets Safer, But Not Enough,” states that the major distracted driving problems is not only in the United States but worldwide. This has us thinking about all the lives that are lost daily. It is done well the way the authors explain certain materials in their articles, having us think and question more than one of their claims.
“When life imitates video” by John Leo, I chosen this article due to the fact it explain how video games have a negative impact that cause violence. Especially how video games has an impact on children. The author persuade the readers to accept his ideas of how video games has a negative impact towards children. He gives a few examples of teenage violence caused by video games. Leo makes a comparison between teen violence and video games.
Many reports of teen shootings have made their way to the news headlines and reports, and many studies try to link them to violent video games or explain why violent video games aren’t the cause of these shootings. Every year violent video games are on the top of the media market, so clearly, violence does sell (Anderson “Violent Video Games Promote”). And as the years go on, it seems that more teen shootings are heard of over the news. Some articles state that exposure to media violence are a risk factor for aggression and violence (Anderson “Violent Video Games Cause”).