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.
Persuasive Essay Abstract There has been quite the speculation over the past years on whether or not videogames are in fact the cause of violent behavior. The fact is videogames have received too much negative feedback without clearly understanding what they can actually do. By doing studies specific to aggressive, violent behavior and other studies to see if videogames can prove to be beneficial in their use is really the only implication to knowing the truth. Studies have shown that 98.7% of adolescents play videogames to certain extents and that most have disproven the correlation of games and violent behavior. Upon further studies, games are substantially more beneficial than previously thought.
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.
Some are convinced that societal violence has intensified as violent video games have been introduced into the media and to generations. This is tied into several copycat instances that Bok focuses on. The film Natural Born Killers is actually said to be linked to more copycat violence more than any other movie. (Bok) The question the author purposes to her audience is whether or not the makers of this media should be held responsible for these assaults? Secondly, Bok criticizes ideas of desensitization taken into account for these psychologically violent urges to copycat crimes.
The act of violence is done repeatedly. Decreased negative attitudes toward violence, decreased sympathy for victims of violence and increased belief that violence is the norm are all cognitive effects of video game playing when not in moderation. However, the evidence is not consistent and this issue is far from settled. Many experts have noted that there is a decreased rate of juvenile crime which coincides with the popularity of games such as Death Race, Mortal Kombat, Doom and Grand Theft auto. Teenage players are able to leave the emotional effects of the game behind when the game is over.
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.
In the article “My boys like shootouts. What’s wrong with that?” the writer, and father, Jonathan Turley tried persuading other parents that guns have advantages that are constantly overlooked by the society as long as they are played within certain boundaries. He substantiates his claim by examining the problem of violent toys and incorporating supporting evidences from professionals. However the author has failed to provide sufficient textual evidence to support his claim and might have overlooked other possibilities. Turley argued that violent toys offer advantages because they aid children in channelling their aggression and seen as a valuable vehicle to process violence.
The glut of media violence desensitizes viewers and contributes to the “mean world syndrome.” A second problem with media violence is that it can be easily imitated. He believes that the characters being depicted in the media are mostly glorified, youth characters who are troublemakers and engaged in behavior kids can readily imitate. A third in media violence is the manner in which it is depicted. He believes that the media does not show the purpose of the horror of violence, but rather the media portrays it as an exciting, pleasurable and effective way to handle problems. The fourth problem with media violence is Hollywood’s infatuation with guns, in which I quote, “Why should we be surprised to discover that kids want a gun?
Their research resulted in little to moderate effects from playing violent video games and lower empathetic reactions. I found their results to be skewed because of the participants in the study be mostly women. As an avid gamer I know that the majority of violent video games are played by men not women. Also more often than not, in my opinion, women are more empathetic than men. I’m not sure whether this answers my question, do violent video games desensitize the teens that play them.
Some experts conclude that the recent trends of violence in video games and on TV are manipulating children. Nearly half of the video games a typical seventh grader plays are violent or involve killing. The shooters of the Columbine Tragedy, Dylan Klebold and Eric Harris, were avid players of the games Doom and Quake (Keegan). Both of which are controversial games that have been referred to as “ultraviolent video games” (Sternheimer). But normal, healthy children do not play these games just for the thrill of shooting someone.