Critique on Do Video Games Kill? This article “Do Video Games Kill” by Karen Sternheimer addresses the wide spread idea; video games are the cause for “young killers” (210). Sternheimer believes concern for the influence video games may have on youth is spiraling out of control. She put most of the blame for this out of control concern on the media. She also writes some about politicians and the Juvenile Justice system.
Do violent video games lead to actual violence and increased aggression? Some feel that they don’t have any correlation while others feel that they are a direct cause. I believe that that violent video games increase aggression & violence because these gaming systems are mostly played by young children who are easily influenced and create a thin line between reality & fiction. According to Pediatric Nursing volume 26 issue 6 most children of both genders prefer games with violent content. When electronic video games were first introduced in the late 1970’s, they were basic animated interactive games such as Atari’s Pong.
Violent video games can lead to an increase aggressive behavior in children if parents do not make it clear that the behavior exhibited in these games is inappropriate. Children and adolescents need to be made to understand that the way people act in these games is not reality. Parents need to monitor the content of games their children are playing, as well as the amount of time spent playing them. Aggression is defined by the (American Psychological Association, 2012) as “behavior that causes psychological or physical harm to another individual.” This means that not all aggressive behavior is physical; it can also include insulting, obnoxious, and rude behavior. The Entertainment Software Rating Board (ESRB) defines violence in video games as, “Scenes involving aggressive conflict.
Should violent video game be sold to kids under 18,I said no. why did those video game got into the child's hand,because who ever sold the video game didnt care about what will happen to the kids,all they care is money! (Main #1) However, there are a bunch of bad things about those video game, but the Most of the bad effects of video games are blamed on the violence they contain. according to a scientific study, children who play more violent video games are more likely to have increased aggressive thoughts, feelings, and behaviors, and decreased prosocial helping, The effect of video game violence in kids is worsened by the games’ interactive nature. In many games, kids are rewarded for being more violent.
More ways of playing violent video games are created each year, but most of us have this question in mind. Do violent video games influence young people to act aggressively? Overplaying video games can have many disastrous effects on teen limiting gameplay can have multiple positive effects. Sitting in front of a TV screen shooting people can incite young players to act violently. Repetitive killing can train them to act aggressively.
“Guns, Lies, and Video” Summary Rhetorical Analysis In Karen Wright’s “Guns, Lies, and Video” she addresses several arguments about the topic of violence in video games and the affect that they have on children and young adults. One of Wright’s opening statements is about how parents distinguish between virtual violence and physical violence and actually justify their children’s interaction with video games. She also states that there are studies that actually show the link between violence in the media and the aggressive ways their viewers respond to their messages. Wright also mentions how there was a time when video games truly were harmless, but now that they are more aggressive, people tend to get the message that violence is tolerable and funny. She also admits that one of the problems with video games is that there is no standard for rating video games, so any content that is profitable is acceptable.
Parents should realize this problem and talk with their children about negative effects of gun violence and to instruct on how to deal with the child’s emotions. Video games are rated by the ESRB, The Entertainment Software Rating Board, by how violent the game is and rates them accordingly to the appropriate age level that can handle the material. M-rated games require the buyer to be 17 years of age or older because of its violent and/or sexual content. In 2003 a survey shows that 69 percent of teenage shoppers were able to buy M-rated games (FTC). This percentage of youths that can buy violent to extremely violent games is mind
Aggression is the reason behind gun-violence and video games bring that aggression out,”(Studies Suggest Complex Link Between Guns, Violent Video Games). Those with mental problems, such as the Columbine shooters, are thought being influenced more through media. Video games are a huge portion of media and have been for years. “One such game, Grand Theft Auto, has been seen as the starting point of influencing children involving gun violence. More parents everyday don’t give a damn anymore whether their kids play games like this anymore.
shows, vitiates the purity and innocence of young minds. On the internet, children under the age of 18 can enter adult websites; such as Xtube, Fakku, and Redtube. Sure they ask for the age when you first enter the site, but lying is always possible. Though many people argue that it’s up to the kids to decide what they want to watch the rated contents or not, but if there is no internet then the kids wouldn’t even be watching it in the first place. Maybe adult pornography sites don’t apply to every single kid, but how about the violent, gory, and explicit video games that elementary school children play?
The wasted time could be used in activities to help in their growth and development as well as coping with life’s challenges. It all depends on the amount of video game exposure and play time (Matt, 2013). Excessive playing of video games especially by young children encourages competition that one must win to move so as to progress. In addition, continued playing of these games makes users aggressive as most of them are usually ‘unforgiving’; for example, if one gets shot and ‘dies’ while playing Call of Duty, the situation cannot be reversed. The aggression can pass on to their real world lives (Douglas, 2011).