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
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Violence in Video Games Pedro Cachay English (Tuesdays Thursdays) David Cowper 10/15/2013 97% of 12-17 year olds in the US played video games in 2008, this fueling an $11.7 billion domestic video game industry. In 2008, 10 of the top 20 best-selling video games in the US contained violence. Violent video games have been blamed for school shootings, increases in bullying, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating
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Christopher Emerick Strayer University March 13, 2012 Abstract Violent video games are causing a major controversy within our society. Children are able to play these mature rated videos that are showing and teaching our kids violence, aggression and even criminal behavior. The behavior pattern of children playing violent video games vs. non-violent video games is astonishing. Our children should not be able to get their hands on these games. Parents need to watch closer and
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murder for beating the 48-pound girl, and sentenced him to life in prison. This punishment was a rather harsh judgment many in the community argue against today. Instead of incarcerating him for life, what other options are available? As teen violence continues to plague the nation, many people wonder if rehabilitation is an effective method for deterring future occurrences. Twelve-year old Lionel Tate took the life of a young girl named Tiffany Eunick. Lionel’s mother, a Florida Highway
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greater feats like raising over a billion dollars to help victims of natural disasters. The authors begin by describing a school in Toronto that has dozens of obstacles that it faces on a daily basis. Among those issues are racial tension, frequent violence and gang problems. The authors described this school as a type of school that was thought of as “needing help rather than giving it.” The authors describe how the student body was inspired by a speaker from Free the Children and ended up raising
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learning,” it should not be a place where people become victimized by others. The threat of violence can keep students away from school, prevent them from going to after-school events and leave them in fear every day. Although modern technology is an asset we value in this country, it can also affect the lives of our youth in a negative way. Popular culture and technology have become causes of school violence in this country. A new form of bullying has developed along with advances in technology. Through
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been blamed on, including broken homes, discrimination, poverty, chemical inequalities in the brain, toy guns, inequality, TV violence, sexual repression, sexual freedom, and bad genes. Some believe that all of these potential causes have one thing in common: unfulfilled human needs and desires. Fortunately when most people’s needs are not met they do not turn to violence to deal with their frustrations. Nevertheless, self-control sometimes breaks down, resulting in aggression
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ENG 1213.W1 11 October 2012 Youth Violence Ninety percent of children ages 8 to 16 play video games, some spend up to 13 hours a week doing so (Harding). Most of the video games out now include some form of violence. This is a very controversial issue. Some people of the older or “Baby Boomers” generation would blame this on the parents of those children. These violent video games and movies can cause children to desensitize the violence and also cause aggression, but violent video games do not
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____________________________________________________________________________________________________ Abstract This study examines the issue of cultism and gansterism in Nigerian tertiary institution, focused on Adeniran Ogunsanya College of Education Oto-Ijanikin and Lagos State University, Ojo as case study. The current aggressive tendencies and violent behaviours of Nigerian students were investigated the genesis, causes and their effect on moral development of the learners were equally considered
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is squashed against the window, the speaker aligns themselves both to “the gods” and with “wanton boys”. Wanton is defined as “(of a cruel or violent action) deliberate or unprovoked”, and the reference to Shakespeare reminds the reader that the violence is done for amusement and fun: “sport”. The fly could also be a way in which the speaker makes him or herself seen by the world: Like the window, he or she feels invisible. Their image is neither reflected nor can they see the window. As the fly
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