Although political perceptions of a perfect world vary from individual to individual, most people would agree that a decrease in juvenile crimes of violence would improve and empower our nation. To lessen the occurrence of such misconduct, the source of the socially detrimental brutality must be exposed, analyzed, and prevented. However, often in the search to establish the instigators and catalysts of youth crime, statistically imprecise correlations are created.
As a reoccurring subject of extreme teenage crime, such as school shootings, video games have been suspected as perpetrators of violence. For example: following the tragedy of the Columbine High School shootings in 1999, it was revealed that the two gunmen, Eric Harris and Dylan Klebold, often played violent video games. As a result, video games
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Consequently, another well-visited debate is an individual’s ability to distinguish fantasy from reality. In spite of their limited experiences, children possess the capability to separate imaginative violence from real-life consequences. The development is not precocious; by the age of seven, children are able to discern the social and lawful differences. From exposure to violent entertainment early in their lives through cartoons of cat-and-mouse games and slapstick, such as Looney Toons or Tom and Jerry, children early on understand the endless possibilities in a fictional setting versus the moral and rational limitations in the “real world.” In effect, fantasy is imperative in the mental development of children. According to Fischer-Price toy company: "Pretending is more than play: it's a major part of a child's development. Fantasy not only develops creative thinking, it's also a way for children to deal with situations and problems that concern them.” (Do Violent Video Games Contribute to Youth
Arriving at the connection of crime to all three of our group 's topics was fairly easy. Each member brainstormed, out loud, their thoughts on ways that plants and cars could possibly lead to juvenile incarceration, which is our third group topic, in order to reveal a general connection. Tying cars to juvenile incarceration took the least creativity, since grand theft auto, driving while intoxicated, and use of vehicles to commit crimes are all issues related to delinquency. Plants was a slightly more challenging topic to link with juvenile incarceration. In general, it was too broad of a topic.
The horrific stories that have been all over every news channel for the past few months about school shootings are hard to watch, but in reality less than two percent of homicides of youth between the ages of five and eighteen happen at school. According to the Center for Disease Control (CDC), youth violence is the intentional use of physical force or power against another person, group, or community, likely to cause physical or psychological harm. Although cases of youth violence have dropped since 1992, youth violence is still the third leading cause of death of youth ages fifteen to twenty-four, and is a major problem in the United States. Youth violence is a continuing problem in the United States, and this case proves why. On October 18, 2017, five teens set out to have some fun.
Mass shootings plague the world to this day, claiming hundreds of lives in the deadly process. Some of the more infamous occurrences include the Columbine High School, Dawson College, and Sandy Hook shootings. Regardless of the devastation they each caused, a clear distinction lies between these and the dastardly crime claiming almost a hundred lives: Anders Breivik’s mass murders in Norway. For each instance mentioned, prosecutors, defenders, or even the murderer attempt to blame video games as the motivation to kill, particularly stating games such as DOOM, Call of Duty: Modern Warfare 2, and Grand Theft Auto. Before delving into their motivation, the Connecticut tragedy must first be understood.
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.
In conclusion Leo’s argument has great examples of comparison and a great appeal to the reader’s emotions. Without a doubt, the Littleton massacre has viciously scared American society; however it was not violent video games that led to their crimes, but rather a combination of neglect, isolation, and environment. Awareness relating teenagers’ surroundings, ideology, and family or youth deviance, among all, may explain these crimes. Throughout the essay Leo utilizes various strategies to increase the emotional impact on a reader. His concern for society’s children overlaps his more vital concern that is the extent of violence exposed in video games.
The sociological theories I would apply to the violence that has been occurring in the U.S the last couple months would have to be the conflict theory, and lacks functionalism. The lack of functionalism in a sense causes more violence. Without a society working together, they are more likely to work against each other. In the last few months of all the innocent African Americans being killed, more and more people are starting to unite and protest to achieve justice. The only problem is violence coming about can not be the only time a group works together.
Gang violence has been around for centuries. , Gang violence is defined as criminal and non-political acts of violence committed by a group of people who regularly engage in criminal activity against innocent people. When looking at some of the major reasons why people become so involved in gang life is because of lack of financial backing in their communities. Often, we find that when there is a lack of economic development in low-income communities. Lack of economic development is a major cause for gang resurgence.
But, in reality, the case is quite the contrary. Violent role playing games have a positive impact on teenageres’ lives. This essay addresses the positive effects of role playing games with simulated violence on teeenagers today. Violent games hone players’ tactical minds. They relieve teenagers’ aggression while helping them make mature decisions.
Youth violence is on the rise throughout the world. These violent acts are being done daily in schools around the world. Youth violence can destroy people life if someone joins any gang, commit murder, rob a bank, etc. Youth violence affects the way we live, play, or almost all our daily lives. When I consider of how youth violence affected my life, I have so many things in my mind.
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.
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.
Evidence shows that several of the school shootings were done by young people that played violent video games. Some of these were The Columbine shooters, Sandy Hook school shooting and the Virginia Tech shooting. Not letting young people play violent video games may stop young people from being
Esbensin, Peterson, Taylor and Freng (2010) implies that “ young people who have committed serious violent offenses have the highest level of impulsive and risk-seeking tendencies.” Moreover, extreme violent criminal activity being performed in front of youth increases the risk of them performing acts of extreme violence themselves. Because youth see those acts as acceptable so committng those violent activities make youths to become ruthless. Smith and Green (2007) assert that violent activities becoming ruthless and the perpetrators even more ruthless.
Just imagine you would be able to play your favorite videogame in real life. Wouldn’t that be amazing? But what if your favorite game was a violent one, would you still want to play it in real life? The reason why it is important to acknowledge that violent games influence the behavior of young people is because negative effects can come from it.
For example, research explains that two girls who attacked the Columbine School, killing 13 and injuring 23, acted in this manner as a result of the use of these violent games.(Markey, Patrick M. Markey, Charlotte N.& French, Juliana E in 2015) Another example is the shooting in Virginia Tech by a gunman who was a fan of violent video games. Studies and research suggest that there is a relationship between violent video games and killings; research describe violent games are simulated murder. (Markey, Patrick M. Markey, Charlotte N.& French, Juliana E in 2015).