Columbine. Sandy Hook. Glendale. Three different schools, far-flung across the country, yet simultaneously traumatized by one common factor; Teenaged school shooters. Many people often link the causes and urges of violence in adolescents to many things, most commonly, violent LARP and video games. However, many times it has been tried and proven that role playing games with simulated violence are diverting for kids. The main reason this is evident is because these games have displayed to be a good outlet that can relieve aggression. As the text says, “if young man – those who are most likely to commit violent acts are kept busy in front of the TVs and computers for hours on end, they will be too busy to go out into the street and do real violent things”. This verifies that these video games can distract people, taking away the urge to commit violent acts. Along with that, if someone is so mentally exhausted from playing these games and confabbing for an elongated period of time, what will they really want to …show more content…
For example, in the article “shoot out” it acknowledges how these games give kids many useful strategies such as self-protection, strategizing and how to affiliate with other students and peers in the midst of crisis. Along with that, it shows the precariousness of the “real world” in a safe and understandable way. This is important to many upperclassmen because especially growing up in a city as New York, there is a lot of this real-type violence on the streets and if you're unprepared, you might be the next victim. For example, the Forbes magazine states that, “No study has ever shown that violent videogames result directly in actual violence, let alone mass shootings. That doesn't mean it's impossible, though the numbers suggest it's very unlikely.” This brings up one question and one question only, if this is true, then why are we blaming them on these games and their