Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Videogames contribute to youth violence
Computer games contributes to youth violence
Violent video games and crime rates papers
Don’t take our word for it - see why 10 million students trust us with their essay needs.
“Media Violence” is an article written by Christina L. Lyons. Lyons is a journalist who lives in Washington, D.C., and she has a primary focus on U.S. Government and politics. She began her career in Maryland as a newspaper reporter. She has contributed to several different articles published by CQ Press and Bloomberg Press, and has a master’s degree in political science from American University in Washington, D.C. The article explores whether or not children have too much access to violence via movies, television, video games, and social media.
Today’s society is also experiencing savage behavior that is directly connected to violent media. The Sandy Hook gunman, Adam Lanza, had a collection of violent video games, including Call of Duty; a graphic first-person shooter. Violence like this can be seen when Montag burns Captain Beatty, “And then he was a shrieking blaze, a jumping, sprawling gibbering manikin . . . a writhing flame on the lawn as Montag shot one continuous pulse of liquid fire on him” (113). It is exposure to malicious media that has led them to accept violence as a quick way to fix their problems.
The article called “Shooting in the Dark '' written by Carey Benedict, explains how violent video games are affecting the teenagers that play them. Teens should not be playing violent video games because in paragraph 1 it says, ”... video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage — or at least fueled their urges. ”(Benedict).
HW8: Exploration for Paper 4 In his article "Violent Media is Good for Kids," author Gerard Jones claims that violent media, a category that includes video games, has positive aspects. Jones believes, “’creative violence’—head-bonking cartoons, bloody video games, playground karate, toy guns—gives children a tool to master their rage”(Jones para.12). Video games have been played for almost fifty years, and while they have become much more violent in content in the last decade or so, research shows that the adolescent crime rate has actually dropped almost fifty percent since 1995 (Thierer para. 3). This suggests that perhaps violent video games may not have as negative of an impact on children as some suggest and can actually be seen as the
In the essay, “Do Video Games Kill?”(214), Karen Sternheimer discusses the wide spread idea that videogames are the cause for “young killers”(220) . Sternheimer opposes the idea that violent video games produce criminal behavior in young people. The influence video games have on young people is spiraling out of control, according to Sternheimer. The blame for this spiral is the media. The influence the media has on video games focuses on the stereotype that the white middle-class male video gamer is more susceptible to violent behavior.
Video Games, as mentioned before are creating more violence in young people. Games like Grand Theft Auto are being used by leaders of gangs to teach new members “to do carjackings and murders.” (Document F). These new murdering games are also influential in other crimes such as
Many shooting suspects have played video games that are very violent in nature. “…Press accounts emphasized that the shooters loved Doom, making it appear that the critics’ predictions about video games were coming true. ”(Karen) This reassures the claim that graphic violence causes many teenagers to carry out acts of violence such as shootings. “…Described how
Video games: the parents resent them, the kids adore them, and the violent acts of American’s each day are influenced by them. Parents are
N. p., 2018. Web. 20 Mar. 2018. "Do Video Games Really Cause Our Youth To Become More Violent?. "
Are violent video games responsible for real-life violence? Are children who have grown up playing graphic games more aggressive than their peers? Did violent video games inspire mass killings, usually done by young adults, such as the Newtown massacre? Scientists and psychologists have been studying violent video games and their connection to aggression and violence in the real world for decades. These questions have recently resurfaced after Vice President Joe Biden stated that research should be conducted on violence and violent video games after the recent controversial debate over gun control.
The number of violent video game-related massacres is on the rise as new, more realistic, bloody and gory games are soaring in popularity during recent years ("Issue Overview: Do video games cause violence?" 2). The issue of whether violent video games are a cause of real life violence or desensitize children to blood or gore first arose around 1976 when the game, Death Race, was first released. The game was based on driving cars recklessly down a road and running over human like stick- figures. People were conflicted on whether this game was just for fun or was too inappropriate for young children, so protesters ran the game out of production ("Issue Overview: Do violent video games cause violence?" par.
Many reports of teen shootings have made their way to the news headlines and reports, and many studies try to link them to violent video games or explain why violent video games aren’t the cause of these shootings. Every year violent video games are on the top of the media market, so clearly, violence does sell (Anderson “Violent Video Games Promote”). And as the years go on, it seems that more teen shootings are heard of over the news. Some articles state that exposure to media violence are a risk factor for aggression and violence (Anderson “Violent Video Games Cause”).
Another case who was perpetrated by the influence of the media was, the mass shooting at the screening of the Batman movie in Colorado in July, 2012 with a result of twelve dead and fifty nine injured people, “James Eagan Holmes as he identifies himself as the JOKER all this has reignited debates in the psychiatric community about media violence and its effects on human behavior”. (Blair, J. 2014 p.39). Adam Lanza, 20 years young, shy, antisocial and a fan of ultra-violent video games, went to his mother's room on Friday morning and killed four bullets as she slept. Then he loaded a semiautomatic rifle, three pistols and several magazines, and went to primary school, where he killed 20 children six and seven years and six adults, before taking his own life when he was surrounded by police, at Sandy Hook Elementary School in Newtown, Connecticut, on December 14, 2012. During recent years, the video game industry has boomed, as video games of all kinds have become very popular among young people. Several recent studies suggest that playing violent video games leads to both short-term and long-term increases in aggression-related outcomes for game players, for example, Anderson and Dill (2000) found a correlation between violent video game play and several indices of aggression, including delinquency and self-reported aggressive
Violent Video Games Society overreacts and needlessly blames video games for all violence. Children are the main target for video games. Violent video games do not make kids just wake up and go and shoot up a school, video games are just a way for kids to release anger. People who never played video games before always think just because you play any type of violent video game they think it's going to make you a violent person, when in reality them saying that is just gonna get you angry and then make you wanna get violent with them. Even the president of the United States thinks video games are bad for kids because he said “Video game violence & glorification must be stopped it’s creating monsters” (“Kain 1-3”)
Around ninety-seven percent of children and teens aged twelve to seventeen have access to video games and play regularly (Newsela), since it is now a common pastime. However, more than half of the fifty best-selling games expose youths to violence and contain graphic content which many deem inappropriate. These games in particular have been blamed for many cases of school shootings, bullying and violence targeted towards women (Newsela). When children are subject to these acts through video game media, the line between game and reality becomes blurred, and they begin to pick up on the actions seen on-screen. For instance, the Columbine High School shooting is a prime example of violence fuelled by video game rage (Newsela).