Taking A Look At Columbine Violence

746 Words3 Pages
One of the more memorable stories in the past twenty years is the two young men were responsible for the Columbine massacre in the US. While the Columbine school. This shootings brought world-wide attention to school incidents, but this case was not an isolated, we have a long history of aggressions in schools. A report by the US Secret Service and the US Department of Education in 2002 indicated that in 37 incidents of targeted school shootings and school attacks from 1974 to 2000 in this country, found that “over half of the attackers demonstrated some interest in violence through movies, video games, books, and other media”. (Vossekuil B. 2002) Despite falling crime rates across North America, disturbing images of violent crime continue…show more content…
Another case who was perpetrated by the influence of the media was, the mass shooting at the screening of the Batman movie in Colorado in July, 2012 with a result of twelve dead and fifty nine injured people, “James Eagan Holmes as he identifies himself as the JOKER all this has reignited debates in the psychiatric community about media violence and its effects on human behavior”. (Blair, J. 2014 p.39). Adam Lanza, 20 years young, shy, antisocial and a fan of ultra-violent video games, went to his mother's room on Friday morning and killed four bullets as she slept. Then he loaded a semiautomatic rifle, three pistols and several magazines, and went to primary school, where he killed 20 children six and seven years and six adults, before taking his own life when he was surrounded by police, at Sandy Hook Elementary School in Newtown, Connecticut, on December 14, 2012. During recent years, the video game industry has boomed, as video games of all kinds have become very popular among young people. Several recent studies suggest that playing violent video games leads to both short-term and long-term increases in aggression-related outcomes for game players, for example, Anderson and Dill (2000) found a correlation between violent video game play and several indices of aggression, including delinquency and self-reported aggressive
Open Document