...The Misconception of Juvenile Video Game Violence The Misconception of Youth Video Game Violence A teen walks into a school with loaded weapon in hand. A young boy steals a vehicle and drives recklessly causing severe harm to others. A young girl sets her house on fire with family members inside. What do these seemingly uncommon crimes have in common? Each juvenile in these examples has played violent video games. Our media that covers these violent crimes is quick to make that point known. Often times they also erroneously blame the playing of violent video games as the root cause of these crimes. Research suggests that violence in video games does not contribute to violence in today’s youth because juvenile crimes have declined as video game popularity has increased; they in fact provide an outlet to express aggression without causing physical harm, and juvenile violence has been more commonly linked to exposure of family violence. When looking at research from the FBI, crime rates involving juveniles over the past 30 years have declined. In fact, in most violent crime categories the crime rate among our youth is at an all-time low (Butts, J. 2013). At first, this information may be hard to believe. It shouldn’t however, because violence among youth commonly ends up making headline national news. For this reason, we end up being exposed to the details on many of these youth related violent crimes. This can make it difficult to put actual facts into...
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...Video games, allegedly responsible for a tragedy. It is no secret that in recent times there has been a substantial increase in criminal activity , which has radically changed the lifestyle of people , even causing them vulnerable even in places that were considered safe in the past. Like any tragic event you try to find a suspect of the unfortunate events that have taken the lives of thousands of people in the United States , though such a search has no reason to be as real culprit lies in the eyes of all , this is an industry that moves dividends million a year , this is the game industry . Based on a series of scientific studies conducted by several universities , it is confirmed that there is a direct relationship between prolonged use of video games and aggressive behaviors in players . An immoderate exposure to this type of entertainment causes direct damage to the central nervous system, causing the individual to present a state of anxiety. There is a directly proportional correlation between the use of video games and an increase in the consumption of alcohol and drugs in young people aged 13-17 years. Additionally users become more frivolous in their interpersonal relationships , and although this type of entertainment does not promote isolation, if ideologically influence the player , making images witnessed remain in the subconscious and therefore intends to recreate them later. It is for this reason that it is intended to show the evidence that confirms the claims...
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...A Medium Fit For Masterpieces “Videogames and Increased Violence” and “Disheveled? Lazy? Too Many Videogames?” are both news articles describing the negative effects of playing this ever-expanding, interactive playground we call videogames. The media already gives this form of entertainment a bad rep, assuming spending hours playing will turn kids into hyper-masculine sociopaths. We already know that is not the case and that video games can actually be very meditative and enhancing, but could we go so far as to say that this remedy for passing the time could pass as art and even surpass the works of some of the great artists of this time? Personally I have been dramatically influenced emotionally and creatively by playing videogames, but unfortunately the mass public sees it quite opposite and that is mainly due to the venue that the average person is exposed to....
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...The Effects of Video Game Violence and Profanity in Children and Young Adults Monika Woods Anderson Introduction This paper will discuss research findings on the potential effects of violence and profanity in video games on the children and young adults that play them. I will discuss various research findings, both positive and negative; as well as what conclusions can be drawn from these findings and whether or not additional research could prove to be beneficial in the future. The issue of violent content in video games has become a growing concern over the years to parents as well as scholars and medical professionals. Since the first computer-based video game made was created in 1958; the computer and video game industry has grown tremendously and sales have grossed billions of dollars worldwide. According to our textbook, as many as 67 percent of American heads of households play video games. Technological advancement has changed these games quite a lot in terms of realism and content variety. As games look more and more realistic and present players with real-life situations; People are becoming more worried about whether or not there is any real link between violent content and/or profanity in games and an increase in aggression and/or violent actions in the individuals that play video games. The majority of research examined for this paper concern video game violence in general; but there are also limited studies that explore the prevalence of profanity in...
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...Videogames have been accused of social aggression since the 90’s. As many as 97% of United States kids ages 12 to 17 play videogames and more than half of the 50 top-selling videogames contain violence. People claim that they are source where killers are inspired to do what they do, and therefore they must be banned and forgotten. This is a controversial topic given that some people say that there is more to it than people think about, and there is some others that directly blame videogames for all mass shootings in the country. Violent videogames should not be consider to contribute to youth’s aggression and violence. Videogames should not be banned because they are believe to desensitize players to real life violence, perpetrators of mass shootings played violent games, and because...
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...witnessed so much violence and issue that until today nothing has been solved or done to stop the violence. Violence is becoming a real serious problem in the world we live in. America has witnessed many acts of violence through the previous years. The internet and videogames that are filled of violence are responsible of children’s behavior they have taken total control of their actions. Children are inundated with violence in all forms like never before. One of the causes of violent crimes in America are videogames and the internet that are factors that expose kids to violence. Basically, videogames have changed throughout time. Now, videogames have changed to nonviolent to violent. Before the most famous video games there was Mario games. Children were so interested in having all the Mario and Luigi games. Back then, they were classical videogames that were appropriate for children now they contain violent and abusive behavior. It first started with Call of Duty, a videogame that contains realistic weapons, sexual behavior, profanity, killing others and the use of guns. Children are so interested in these things that they believe videogames can come true. Basically, the difference of fantasy and reality is that children assume it is correct to use a gun or even use it as a play toy. Therefore, children thinking that carrying a gun with them at all times is correct. They believe that if they are allow to walk with a gun at all times in their videogames, they suppose it is...
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...vide Are videogames “bad” ? Videogames are electronic games that involve interaction with a user interface, to generate a visual feedback on a screen. The systems used to play videogames are known as Platforms, these can vary from computers to machines made specifically for the purpose of playing. One of the most important parts of videogames (as a unit) is the Controller, which is the input device used to manipulate the videogame, which has changed throughout time, it started as a joystich and a button, and now (generally) it has 2 joysticks, a 4 direction pad, and 4 buttons; sometimes, in computers, the user can play with a keyboard and mouse. Most of the time videogames use other ways of providing interaction and information to the player, one option is audio, which is universal, and is used to set the mood. The latest consoles contain haptic peripheral feedback, such as vibration, used to get the feeling of being involved in the game, which helps to feel as if you were inside the game. Videogames are more than fictional stories full of death and violence, there are many kinds of videogames, each with their ESRB (Entertainment Software Rating Board) rating. According to the content there are 7 ratings in total, the first is “Early Childhood” (EC) which is used when the videogames are suitable for ages 3 and older, because they don’t contain material that could be inappropriate for parent, also, there is “Everyone” (E) which may be suitable for years...
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...Synopsis: Videogames have often been the center of entertainment for many people all over the world. Many consider videogames to be a form of free speech such as movies and books. Videogames have entertained millions across the world and have generated billions of dollars in revenue. However, there are also many ethical issues pertaining to the videogame industry. Some companies in the industry have recognized that certain monetization methods of their videogames can create large amounts of profit at the expense of the consumer. Videogames have often been labeled as overly violent and blamed to be the cause of murders or other violent actions. Videogame addiction is also becoming a real problem in many households and societies. Governments around the world have taken different approaches to the problems in the videogame industry and there have also been many studies on these problems. Videogames have often been criticized for having high amounts of violence. In 1992 when the videogame series known as Mortal Kombat was released, it had a system known as “Fatalities”. Fatalities were a finishing move performed on the opponent that would brutally dismemberment and execute them. The level of gore and violence in the game resulted in the creation of the Entertainment Software Rating Board (ESRB) which was established to make the videogame industry assign age and content ratings for videogames (Kohler, 2009). Even after the creation of the ESRB there were other violent videogames produced...
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...Synopsis: In today’s media-crazed society, videogames are becoming both more realistic and violent. Violent videogames now include material such as graphic murder, prostitution, and various other extreme crimes. The main problem with these videogames is that they are ending up in the hands of children; immersing themselves into the games and the characters (committing the violent acts) themselves. These violent videogames have become very popular among this generation and are returning high profits to the companies who make them. Due to all the studies linking violent behavior among children to watching violence on television, researchers and parents alike have expressed great concern regarding the videogames. Members on this side of the debate are claiming the videogame companies are socially irresponsible, while the videogame companies are placing the responsibility of keeping the games out of the hands of their children. Facts: • Violent videogames are becoming much more violent • Studies have linked violent behavior among children to watching violence on television • Researchers suggest that videogames cause the same violent effect on children • Videogame industry executives claim the M-rated (graphic content) videogames are intended for 19-22 year olds, who clearly know the difference between fantasy and reality • Defenders of the industry state it is the responsibility of the parents to make sure the videogames don’t end up in the wrong hands Defining Assumptions:...
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...Mass Media Essay Period 9 May 18, 2011 Media Violence Since violence in media has become more and more popular there has been controversy over the idea that being exposed to such violence can cause viewers to be more aggressive. Violence is the groundwork of many films, TV shows, and TV movies. Violence on screen is usually referred to as ‘action’. In a lot of cases, violence drives the story line. Rape, murder, or crime is used to begin a plot. If violence is the reason for the beginning of a story, there is usually more violence to come. There is an extraordinary amount of violence in media today because producers believe that it keeps audiences interested. TV violence rarely has consequences. There is a lot of fighting, but none of the main characters seem to get hurt. Only the characters that are less important die and when they do no one seems to care. TV violence rarely shows the real life consequences of violence such as physical handicaps and emotional costs. Children copy behavior they see in the media. If they watch TV programs that don’t show consequences of violence they may start to think that violence doesn’t cause serious harm. Children under the age of four are unable to distinguish between fact and fantasy and may see violence as an everyday occurrence if they are used to seeing it on TV. While violence on TV seems to be able to make a large impact on young children this doesn’t seem to be the case for teens that play violent video games. It is...
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...Aggression". Personalityresearch.org. Retrieved 2011-07-12. This article explains that in past research there was no correlation between violence in video games and different age demographics. It also offers suggestions of future researches that include how video games improve hand and eye coordination as well as therapy. It is also hard to determine what is actually considered a “violent game”. Some age groups consider certain games to be fun and exciting, but not violent, while others think the opposite. This article also explains that video games have a positive effect on child behavior, such as stress relief. ^ Freedman, Jonathan. "No Real Evidence for TV Violence Causing Real Violence" First Amendment Centre. 2007, online Available: http://web.archive.org/web/20100209001052/http://www.firstamendmentcenter.org/commentary.aspx?id=18490 [2007, October 17.]. In this article it discusses the research done by FCC that proves that there are other factors in the media that have more of an effect on youth today then videogames. It shows the research that violence in the movies and television have more of an impact than videogames. Gonzalez, Lauren. "When Two Tribes Go to War: A History of Video Game Controversy". GameSpot. Retrieved 2008-08-03. In here the this article states that since videos games have started there has been violence with them. Pinball with people hitting the machine to move the balls the right way. This also stated that the lack of guidance in arcades caused...
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...The Effect of Videogames on Student Achievement BY JONATHAN CRATON Introduction In the past few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for college students. In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with the potential to be interactive and social. This article examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions. This article will also look at the potential education utility of video games and the effect of games on student engagement and social development. The College Gamer Recent data from UCLA’s Higher Education Research Institute provides useful information about video game usage on college campuses. The data show that most college students have played video games, many play them regularly, and a small percentage use them as a primary means of entertainment and leisure. In the 2009 Freshman Survey, around 1% of respondents admitted to playing over 20 hours of videogames per week. Over 35% of the respondents stated that they play at least one hour per week. There is an enormous gender disparity in the amount of time spend on videogames. While less than 1 in 50 incoming freshmen women played more than 10...
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...Text B: The trouble with videogames isn’t the violence. It’s that most of the characters are dicksBy Charlie BrookerThe Guardian 13. November 2011 We often read articles about how young people turn violent when playing war videogames. Yet, do we ever hear about how the gender roles affects young people, in the same videogames? I have read to articles, one with the focus on bad manners and a homosexual environment, another with focus on body ideals both articles about videogames. In the article, “The trouble with videogames isn’t the violence. It’s that most of the characters are dicks”, written by the 43 year old, English satirist and broadcaster, Charlie Brooker, from The Guadian 13. November 2011, the author tells the reader about his experience while playing the war game “Call of Duty: Modern Warfare 3”. Brooker expresses how the players in the game is male chauvinists, unmannered and cursing. One of the main claims in the article is that the players are acting violent. Brooker plays the game with another player, mentioned as moustache man. Moustache man kills a guard in a very brutal, harsh way. Brooker writes: “And I thought, “I don’t want to be friends with the man who did that”. However, later on in the game Brooker climbs up a watchtower and has to kill another guard. The game suggest one option “Press X to take out guard”. Brooker kills the guard in the same aggressive way as the moustache man. He wonders why he is not offered mutual choices, why he cannot ask the...
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...“Violence in Video Games” Video Games are something that are on the rise in today’s world. They are increasing economically and politically. Video games are something that can be enjoyed by all ages. They are a fun, fantasy TV station you get to create for yourself. Even though they are for everybody, they are targeted more towards teens. The most popular games out today are shooting and fighting games, which incorporate violence. The definition of violence is behavior involving physical force intended to hurt, damage, or kill someone or something. People may say that these video games incorporate this term called “violence”. Sometimes they do, sometimes they don’t. Violence is visible in Video Games, but may not fuel teens to be violent in reality. First, Violence is something that has been in this world a long time. It is something that, no matter what, will continue to happen in this world we live in. Like before, violence is a behavior involving physical force intended to hurt, damage, or kill someone or something. There have been a lot of instances of violence in history. Not just any kind of violence, but violence that people could not imagine happening. The Columbine Shooting is a great example of this so-called “violence”. This horrific event involved two young teens that had previously been bullied in school. The bullying they went through caused a built up anger that they eventually had to release. These two teens unleashed their built up frustration...
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...more comfortable playing them. Playing video games can have many different effects (both positive as well as negative) on children. Some of these effects include increasing hand-eye coordination and increasing dexterity mental skills; a decreased interest in other activities such as studies and sports; and a very negative effect of inducing violence. One of the most positive effects of video games is increasing the dexterity of a child and improving his or her hand-eye coordination. As mentioned earlier, the new video games that are coming out are extremely complex and they involve the movement of many different kinds of sticks and buttons on the controllers. These can be very good for children as they learn to make fast connections between what they see and what their hands and fingers are doing. This allows them to think quickly and improves their reflexes. The newest games are very precision-based and it takes very minute and accurate movements for the children to control the characters. This helps in making the children much more adept at handling and operating real-life machinery and objects. Another effect that playing videogames have on children is that they tend to get addicted to playing these games and give them foremost priority. This takes the children away from their other responsibilities, such as doing house chores, homework, and other physical activities. Children...
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