Simulated violent, role playing games are a delightful way to have fun. It is true that violent concept of these games may lead some to believe that they teach kids that being potent is okay, when in reality it is not acceptable to be violent. While that has some truth behind it, it also teaches kids valuable lessons of teamwork and sportsmanship. Along with the previous lessons the games are a source tactical skills like planning, compelling them to be aware of their surroundings, and it implies the message to kids that the outside world isn’t always safe or what they expect it to be. These types of games bring the community together and are a diverting activity for adolescents to be participating in.
In his article “Shooting in the Dark,” Benedict Carey argues that video games depict explicit or violent content stimulate aggressive behavior within gamers. He argues that video games like Mortal Kombat, Call of Duty, and Battlefield 3 increase aggressive urges and that exposure to these games leads to real-world hostilities. He mentions incidents like the young men who opened fire at Columbine High School and at the movie theater in Aurora, Colorado—video gamers who seemed to be acting out some “dark digital fantasy”—to uphold his position. He believes a dose of violent video games can cause people to act “more rudely” than they would otherwise. Although he describes how violent video games may stimulate aggressive or hostile behavior, Carey’s argument can be challenged because there are other factors that can influence individuals to act violent and hostile.
Four days ago, on the island referred to by sailors as “Ship-trap Island,” a man became motivated to play a game. That man was Sanger Rainsford. He had to evade the great hunter and trapper known as General Zaroff. Following the events on the island, Rainsford was the only player left alive.
The the book “The Most Dangerous Game” by Richard Connell, has lots of challenges and conflicts throughout the whole story. Two hunters are on a yacht in the Caribbean Sea, when one falls off and washes up on an island. There, he meets General Zaroff, a man with only one desire. To hunt humans. He makes Rainsford (the man from the shipwreck), go loose on the island in order to hunt him. Rainsford faces many conflicts along his journey on the island, such and man v.s nature, man v.s. himself, and man v.s man. He has to overcome all of this in order to keep calm, and survive.
There are games that literally replicate and give people the ability to score points for doing the very same thing that these students are doing inside schools, where you get extra points for finishing someone off who’s lying there begins for their life.” ( 6) There are several ideas that say young people benefit from these violent video games “Surprisingly, playing video games can help our physical, mental, and emotional health.” It helps them to improve hand eye coordination and thinking ability. These benefits are not worth the risk of being influenced by violent video games. (7) All in all the research and officials say that violent video games affect how children, teenagers and young adults act.
This means that the games for children need to focus more on their pleasure and enjoyment rather than on the competition. Competition only makes children bound to be winners. It also discourages sportsman spirit. Instead of being a source of healthy growth, these competitive sports have started becoming the source of depression for children when they don’t fulfil the expectations of their parents. These sports should enhance the sportsman spirit in children and must be beneficial for their mental and physical health.
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.
Symbolic interactionism illuminates fundamental elements that attribute to school shootings. According to Jeanne Ballantine and Joan Spade in their book, Schools and Society, A Sociological Approach to Education, “Symbols are the concepts or ideas that we use to frame our interactions” (2015:19). Symbolically, a sense of self and hierarchical place is determined by social interactions (Ballantine and Spade 2015). Students find themselves determining how they see and feel about themselves by how their cohorts, parents, siblings, teachers, and others interact with them. Sadly, the young perpetrators of school shootings have derived their sense of self from their social experiences of isolation, bullied harassment, and low hierarchical status, producing skewed and biased self-perceptions.
A recent content analysis by the research organization Children Now shows that a majority of video games include violence and about half of the violent incidents would result in serious injuries or death in the "real" world. Claim1 Research involving British primary schoolchildren found that the length of time young people spend playing games, rather than their content, could have an effect on their behavior or school performance. But it concluded that fears that generations of young people are growing up with their development impaired by exposure to violent video games are no more likely to be borne out than previous “moral panics” over television and other media. Playing one-player games is not always negative if you do it moderately.
For many teenagers in our world today, playing video games may be a huge part of their daily lives. In contrast, many individuals think playing violent video games will not be safe for kids. However, research has shown that video games have solved some of science’s biggest problems. Teens could someday cure diseases. Also, kids who play violent games are being “exposed” to what war may be really like.
The writer further explains that the idea of winning sometimes causes severe injuries that may prevail for a lifetime. In these games, a child may crash into one another accidently that creates a fear of getting hurt. Just to protect themselves some children back out of many games and are left behind when it comes to the development of their bodies. The rest of the children who are part of these games are in a constant pressure from their parents and coaches that cause the stress and anxiety. Furthermore, the writer states that this “sport becomes job like”.
Research shows that at least 83% of children in the US aged between 8-12 years are involved in video gaming once a month. This elevated number of video gaming has had its fair share of effects on its consumers. For instance, video games have positively influenced children to work together in completing various tasks, and often improve a child’s thinking capacity, especially through solving puzzles (Anderson et al, 2007). However, the contentious issue has been the effects of violent games on children, which are often negative to their well-being. In short, violent video games increase the aggressiveness of a child, and may eventually cause mental ill health.
Violent video games have been blamed for everything from bullying to school shootings. Critics of these video games believe they cause people to commit violent acts in real life. These critics, mainly comprised of parents and other responsible adults, don’t agree with what the video games portray. Others say the video games cause less violence and are an outlet for anger and stress. Although violent video games have violent actions in them, teenagers should be able to play violent video games because there isn’t enough evidence to prove they make teens more aggressive, it could prevent violence, and violent video games are a fun and relaxing way to relieve stress and anger.
Some researches admit that violent games may cause adolescents to become tremendous. Studies showed that video games increase psychological awakening, it could also increase aggressive behavior, emotions and thoughts and finally let teenagers lose the sense of helping others. All these effects will be carried by aggressive young people. It’s true that video games are violent, but aggressive adolescents are more likely to be more attracted to it. Some games reward players for doing violent actions, so this will affect them negatively, letting them think that violence is normal.
Those who do play then turn into role models for the younger ones because they look up to them. People also can learn more about each other, gain another support system, and learn about