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.
As the United States shifted its attention to combat operations. The priorities concentrated on battle drills, physical conditioning and as time went on the military started promoting people quicker to keep Soldiers in the ranks and prevent them from ETSing from the military. This was to keep leaders, good or bad in the ranks. Basic Training, AIT, and NCOES courses lowered the standards to keep the flow of Soldiers coming into the army and graduation rates at an all-time high. This caused a ripple effect in the army as we promoted inexperienced Soldiers to Sergeant, these leaders were now training new Soldiers, this led to Soldiers not getting the proper leadership and not conducting inspections and other basic soldiering skills like haircuts, cleanliness & serviceability of the uniform and ensuring that good basic discipline was being upheld at all levels.
Sternheimer feels it is these other over looked factors that are truly the cause of “young killers” (210). These factors include personal traits, background and family. Sternheimer also blames politician’s claims for the rise of concern for video game violence (209). She briefly writes of law suits on video game producers and points out none have ever been won (210). Sternheimer wants us to question why there are “young killers” (210) arising from suburban families who are considered by most to be decent, well
Are video games causing violence amongst today’s children? Nowadays, video games have caught the attention of both the Media and parents. Increasingly, the media tends to remind people how much violence these games contain, thus blaming them for the violent behavior a child may be imitating. In addition, video games seem to be the scapegoat for a quick point of blame and is a much easier answer rather than finding what truly may lie behind the motives for violence in a child. With RPG (role playing games) becoming ever more so popular, so does the demand for realistic violence in them.
Violence in Mass Media: Do Violent Video Games Contribute to Youth Violence? Tracy Brown January 18, 2013 English Composition III Dr. Kay South University Recent shooting tragedies have sparked the controversial topic of whether playing violent video games has contributed to the increasing youth violence in today’s society. Video games are a very popular form of entertainment for today’s youth, which in turn has raised the question whether playing violent video games causes negative effects on children; this will be the topic addressed. Most popular video games feature aggressiveness or violence as the primary theme in the game but most parents do not restrict the types of games they are allowed to play. Critics of violent video games argue that these games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflict.
In order to persuade them, he takes advantage of leading question to guide his audience to his way of thinking. “Did the sensibilities created by the modern, video kill games play a role in the Littleton massacre?”(44) The question assumes that the audience will believe such aggression associated with the simulated violence. By means of sentence words “Yes” and “No”, he makes a point of bringing up the rational arguments to his audience. It illustrates that “there isn't any direct connection between most murderous games and most murders,” but “responsibility for protecting children from dangerous games lies with their parents, many of whom like to blame the entertainment industry for their own failings.”(44) The use of “Yes” and “No” aims to deepen the audience understanding of the truth that “We are now a society in which the chief form of play for millions of youngsters is making large numbers of people die.”(44) With appropriate language and clear articulation, it provides an account of his ethics that the audience will give the argument as much
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.
Every bad experience or violent act that has been seen in the public somehow will get linked to violent video games causing the violent acts of the people that do the crimes. In 1994, a system was put together to help rate video games to help keep underage children from being able to play these games that are rated inappropriate for their ages, this board is called the ESRB (Entertainment Software Rating Board) ("Esrb History", n.d.). However, even though this guideline was put into place some adults will purchase the games that are rated for mature audiences for their younger children. Some research will prove the opposite of the violent actions coming from playing a video game such as the video game will calm down a person or even kids that play video games that are on the honor roll in school. What is the meaning of violence?
Because of this possibility, parents should assume responsibility for evaluating video games and should prohibit young teenagers from purchasing those that are especially violent. Myself being a parent I do research the games my kids want to buy. To begin with, a number of authorities claim that playing a violent video game does present a threat to the user’s psychological health. As early as 1983, Geoffrey and Elizabeth Loftus, in their book Mind at Play: The Psychology of Video Games, warned about the dangers of violent video games: “Although we can never be sure in any individual case, a substantial body of evidence indicates that viewing excessive violence on the screen is associated with aggression and violent behavior among children and teenagers.” More recently, studies have measured changes in behavior and emotional responses to video
Discuss the effect of video games on attention Scientists have always argued that playing video games was bad your health but now studies show that the more time you spend on gaming the more training your brain obtains. It increases your attention span by focusing on a specific area, decreases thinking time and also allows the gamer to have faster reflexes due to the constant use of their thumbs to push the controller buttons. Video games have even also taught dyslexia people to read! How does this work? At the University of California, Los Angeles, researchers have dedicated their time to conduct research on hard-core gamers who spend thousands of hours of practice scanning on a screen for the games they play.