Violent video games have been blamed for school shootings, increases in bullying, and violence toward women. Critics argue that these games desensitize players to violence, reward players for stimulating violence, and teach children that violence is an acceptable behavior. Although critics believe this to be true, there are some people who believe otherwise such as Roger Pilon, who expressed his thought and ideas on the matter in an article he wrote that appeared in the Denver Rocky Mountain News paper on May 9, 1999, entitled “The Blame Game”. In this article he elaborated on the issue of video-game creators being held liable for for the crime that are committed today especially among the youth, for example the Littleton tragedy. Pilon speaks on how not only video game makers, but the media in general all have the right to create and advertise whatever they want by way of the Constitution and the only person who should be blamed and punished for a crime is the direct person who committed the crime. This is revealed by way of the audience Pilon intends to reach through his article which is law enforcers, and parents of video game players all to say that its not the video games that is causing the crime but its the individual.…
Introduction: Computer games have seriously caught the attention of Mass Media and nowadays every channel considers its duty to remind people how much damage these games cause to children and adults. The increasing amount of games with violent scenes sock the society and makes it very aware of them.It is already common knowledge that violent games cause violence in people. This fact is not even doubted by the majority of people. Every other person says that the reason lies in games being too close to reality. The opinion that games make violent actions normal for the player and therefore make the player pitiless can be often heard. In this case the game is the cause of violence and the act of violence by itself is a consequence. And can real-life violence exist in the reality of a game? Is the transfer of the definition of “violence” with all its peculiarities from one world to another justified only according to the external similarity of these two worlds?…
Another solution to this problem is to change the way creators make violent video games (McGrath 3). If the violence is justified in some way then it could be considered as morally acceptable (McGrath 4). Most violent video games are made so that the player for no particular reason murders and tortures innocent people (McGrath 4). This could be enhanced by making it morally correct like self defense (McGrath 4). There also should be a lesson learned at the same time showing how killing another human being is wrong (McGrath 4). The video game “Dishonored” is a wonderful example of a violent video game that does not force the player to kill. (Fergusen 6). The player plays as an assassin who has the choice to either kill or not to kill guards and kings in order to save his niece (Fergusen 6).If the player chooses the killing route, the bad ending to the game activates which sends the player’s…
Is violent video games the cause of a lot of children's violent. In the article “violent video games” from procon.org, It show both side that video games are the cause for violent for kids. Although they both have good points, the agent's video games argument has better information.…
Controversial subjects comes in all forms and fashions and sometimes presents disagreements within. The controversial subject that I have chosen has been around for many years and have allowed individuals to take a stand for their opinions about the situation. “The debates on video games violence has arguably been narrow, in that it assumes that such games have only negative effects and ignores the possibility of positive effects”. (Ferguson, C.J, 2007) Within the Article it provides stability and creditability in the problem of violence in video games. The Article is called Negative Potential of Video Games by Russell Sabella, but instead of focusing on the facts of how and why this is an issue it provides facts the boys demonstrate these acts far more and singling this gender out within the article. With the validity of this important information that needs to motivate our youth this article depicts that boys will see and demonstrate more violent acts. Understanding that the main focus should be the youth, only boys were singles out and this article also assumed that boys show a greater tendencies to be aggressive due to the motivation of video games “This is especially true for boys who seem to show greater tendencies to be aggressive and to seek out higher media violence exposure”. (Russell A. Sabella Ph.D., 2013) Video games contributing to youth violence and have demonstrated negative actions which caused support groups to stop the creation, sales, or renting to individuals under the age of 18 due to negative acts of harm represented by the youth. The influence that the video games present to the youth consist of aggressive behavior, violence, school shootings and even bullying. “Recent highly publicized school shootings; reports of gang; young people obsessed with violent video games, movies, and song lyrics; and media prone to…
Video games have always been a great landmark in the history of the human race and how great and advanced they’ve become since their creation. Video games also have their own timeline and certain points in time in which major controversy has arisen. Newscasters have made full reports on how video games are the major contributor to thoughts and actions of violence in the minds of all who have purchased them, either being adults and all the way down to children of all ages. Even though newscasters and reporters may be seen as respected and credible sources this topic has always pinned video games as the culprit but they were never the ones to blame.…
“If video games do increase violent tendencies outside the laboratory, the explosion of gaming over the past decade from 3.2 billion in sales in 1995 to $7 billion in 2003, according to industry figures, would suggest a parallel trend in youth violence. Instead, youth violence has been decreasing.” (Hoerrner 49). A video game is a game played by electronically manipulating images produced by a computer program on a television screen or display. Violence is behavior involving physical force intended to hurt, damage, or kill someone or something. Some video games have violent and mature content in them. People claim that the violence in video games can cause aggression in people. Others claim that the violence in video games has nothing to do with aggression in people. It is also argued that violence in video games has nothing to do with the rage already existing inside of people. Video games do not cause violence because gamers understand that video games are not real, that video games release daily frustration and are inspiring.…
The writer uses the method ethos to provide “hard evidence” (Lunsford, Andrea, et al. 52) to communicate to the audience his credibility and convince readers that video games further stereotypical beliefs and actions. The author uses studies referenced in the article to show “credibility” (Lunsford, Andrea, et al. 43) of studies done. One of the studies used in article “Playing with Prejudice” shows that “children between 8 to 17 years old make up the group that plays the most video games” (Burgess et. al. 552). Attracting this audience at such a young age is very easy to influence and lure them in, and over time this will affect their mine set and behaviors. In order for the author to prove his credibility to the audience, the writer uses research and data to support his argument.…
7. This article was most likely written for the type of reader that is skeptical of modern…
In his article “Violent Video Games and Other Media Violence,” Dr. Craig A. Anderson, Iowa State University’s Director for the Study of Violence and cited expert on all things related to violence as it coincides with media, attacks violent video games and television for causing an increase in violence amongst young people. Throughout his article Anderson draws legitimacy from psychological studies intended to find scientific truth in debates regarding violent video games and their relationship with the psyche of impressionable youths. Anderson treats the article as more of a presentation of facts than an actual argument, allowing the findings to speak for themselves.…
Video games have been in existed since the 1970’s, but it was not until the 1990’s that violent games came of age. Due to the numerous school shootings since the 1990’s, it attracted the attention of nation. Over the years, violent video games used both by children and adults have increased.…
In the past 20 years society has fallen victim to mass murders perpetrated by children, even though overall crime is down. In order to better understand this; social scientists are conducting studies on whether violent video games contribute to this cycle of violence or are they just a tragic coincidence. In “violent Video Games: Dogma, Fear, and Pseudoscience” Christopher Ferguson argues that there is no significant contribution to video game violence and the up-tick in youth violence seen today. However, David Grossmann in “Trained to kill (children who kill)” argues that video game violence not only contributes, but also trains children how to…
In Michael Britt’s video podcast, Violent Video Games-What Does the Research Say? (2010), he discusses two studies that analyze the effects violent video games can have on individuals. The first article that was discussed claimed that violent video games lead to the desensitization to real-life violence (Carnagey, Anderson, & Bushman, 2007). Whereas, research conducted by Bosche (2009), used Carnagey et al., (2007) desensitization hypothesis that states violent content may elicit negative responses and inhibitions that would thereby interfere with gaming performance, to suggest that when individuals play violent video games they have an increase in positive emotions. Bosche (2009) claims the reason for such increases in positive emotions stems…
Ethan being a staunch supporter of violent video games, provided explanations for his arguments but in some of them he fell short in providing the full argument, thus making the article biased at some instances. For example, in a report on “Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A Meta-Analytic Review of the Scientific Literature” by Craig A. Anderson and Brad J. Bushman’s, violent video games can be a main reason for people to commit crimes since it will increase their aggressive behavior. Ethan’s article could have been more effective if he had addressed the opposing arguments in the…
The debate on whether we should regulate or restrict videogames is still controversial. As some people claim that they are influencing the young generation in a really negative way, others perceive that they are just mere entertainment devices. As the representator of the international game developers association, I am here today to stand against the statement that video games cause violence in teenagers.…