Video Game Violence And Aggression Analysis

989 Words4 Pages

5 Video games are not nefarious the issue of whether or not violence in video games affects our youth has been an issue since video games were created. But, simulated violence does not create real world violence, because most people have common sense, shares no direct connection to real world violence, and relieves stress rather than increase it.

To begin with, simulated violence does not cause real world violence, as most people have enough common sense to know harming people physically is not okay. A particularly compelling example of this is an excerpt from a viewpoint article by Rashawn Blanchard: "People in general do not want to bring harm to one another for no reason and playing a video game simply isn't a large enough reason to …show more content…

This is evidenced by this quote from Kain’s article: "There's no consistency in the aggression literature, and my impression is that at this point it is not strong enough to draw any kind of causal, or even really correlational links between video game violence and aggression, no matter how weakly we may define aggression (Kain para 26).” this indicates that simulated violence does not cause real world violence, since, if it is researched, shootings in relation to M rated games (that include violence) sales, they show little to no connection. In addition, this argument is further evidenced by another quote from kain’s article: "A look at global video game spending per capita in relation to gun death statistics reveals that gun deaths in the United States far outpace those in other countries—including countries with higher per capita video game spending. (Kain Para 27)." this further demonstrates how video games don't have any relation to real world violence since America has one of the highest amounts of shootings in the world, even though other countries sell way more video games than we …show more content…

When the violence in a game goes from physical violence to mental violence meant to traumatise or scare the player, that is where the line needs to be drawn. Research shows that when just viewing violence, rather than experiencing it, people can develop trauma that lasts weeks or even years. Why should this be different for video games? If violence is used only for the purpose of scaring a player, it becomes much more traumatising, not to mention lazy.

Conclusion
In conclusion, violence in video games does not cause violence in the real world since most human beings have enough common sense to know that killing is wrong, there is little to no connection between simulated violence and real world violence, and rather than increase someone's stress and aggression, relieves