In this article, McGoey starts by talking about the violence that have taken place in our schools in the recent years. He does not feel that the solution to America’s problem is as easy and blunt as banning all guns nor adding more regulation because it would easily increase the black market(2). To stop such horrific violence, it must be pulled out at the roots. Careful look at the past incidents shows that evidence of potential violence is found in different areas of the ones that are committing such acts; home, computer, notebook, and school lockers (7). Video games have become more real than ever before.
With the rapid development of the society, Internet plays a larger and larger role in our daily life. The question of how free we are when we express ourselves online also becomes an issue. The Supreme Court deals with a case called Elonis v. United States this term, which involves a man says on Facebook that he will kill his wife, a FBI agent, and bomb an elementary school. As far as I am concerned, the Supreme Court should limit the extension of such kind of violent speech because it has already caused threats to other individuals and the society as a whole, and such fact is more important than whether he intended to do so or not. Elonis believes that his right of free speech under the protection of the First Amendment was violated.
Sex and Violence in the Mainstream Media: Hurting Our Youth With the increase in violence in the media and multiple forms of entertainment, our youth are viewing violent acts on a regular basis. The violent acts haven’t been viewed by the public forever either, just recently since the rise in the TV and the internet the media has become easier to broadcast to a broad range of people. “Indeed, six medical and public health professional organizations held a Congressional Public Health Summit on July 26, 2000, and issued a Joint Statement on the Impact of Entertainment Violence on Children.” This statement noted that, “Entertainment violence can lead to increases in aggressive attitudes, values, and behavior, particularly in children.” (Anderson, 355). Although this was around eight years ago, the issue with violence in the media is still affecting the way today’s youth acts. Today violence is just a part of everyday activity, flip on the TV to watch the news and there is another homicide, or robbery.
Violence can be found in sports such as boxing and mixed martial arts and even hockey and football. The news reports of murder and other forms of violence every day. Be it news about foreign wars or news of violence in your local inner city, you can bet you will hear something new every day. It seems like every day there is a new and violent video game coming out. Games about war and games about crime life, even games about fantasy violence are all over the market.
With the new DVD that shows sex and violence or computers that gives kids access to unauthorized sites, technology is something that many parents need to look out for. As technology continues to forge ahead concerns about its effects on the general population are raised. Whether it is microwave ovens causing cancer or cell phones causing accidents, people are always interested in researching, and often accusing, these new products. Such is this case with videogames. Ever since PongÒ swept the nation, scholars have been researching videogames effects on children.
News spread that one of the gunmen, Dylan Klebold, spent much of his time playing violent video games. Other similar situations have occurred in history. Michael Carneal and Adam Lanza, both participants in two different school shootings, have both been said to be imitating violence they witnessed in video games. Senator Chuck Grassley, who graduated from the University of Northern Iowa with a Ph.D., states, “There are too many video games that celebrate the mass killing of innocent people — games that despite attempts at industry self-regulation find their way into the hands of children.” Video games offer “rewards” to players who annihilate their opponents, giving children the mindset that violence in real life may bring the same effect. The link between video games and school shootings is prominent.
People are very quick to shoot down violent video games as a key factor in criminal behavior. When in fact, many studies have shown that there is indeed a connection between video games, criminal behavior, and youth addiction. For years violent video games have been affecting the behavior of young children. They have been proven to be a risk factor for criminal behavior and aggression amongst younger children. The youth will buy these games, play them and without realizing it take what they have seen on the games and remember it.
They record the fights or arguments and post the video on you tube. Internet/bulling have opened the doors for others to use bulling on kids that are very sensitive to manipulate them or hurt them. You can say anything that you want to on the internet via social media and nobody can stop you. The bulling has driven some kids to commit suicide and they used the internet to search different ways of doing so. Response I agreed that internet at home has help children’s to have a completely different personality while using the internet.
Nina ends her article with three cases of cyberbullying causing the victim to commit suicide. The second text is an article written by a cyber-bully called Aleks Krotoski. Actually he was not as much of a cyber-bully as he was a teenager who enjoyed being antisocial on the internet. At least we are given to understand that not actually hate on someone because any racial or religious reasons. Either way he tells the story of how he discovered the internet and how he could simply hide behind his digital mask and saying things he probably wouldn’t have said if he was confronted with these people in real life.
Furthermore, Dr. Granic, who listed and explained numerous benefits that came from playing violent video games, also acknowledges the risks that these games posses. Addiction, depression and aggression are the major threats that players have to face (Foley). All complications listed above are serious and require a lot more attention than the benefits players get from these violent video games. Aggression, the most evident undesired effect, has been linked to violent video games in many studies made even twenty years ago. An up-to-date major scale 2014 study, conducted by Jack Hollingdale of the University of Sussex