Researchers have given that answer in their survey’s and facts that they have found. It is up to the parents to take the problem serious and listen to facts that are given. Many disagree with the idea that video games are harmful but cannot back their opinion up with actual evidence that they have found. The more children are exposed to violent video games, the higher the chance that they will have an increase in aggressive behavior. Violent video games give off the message that killing and violence is fun instead of bad.
Vulgar language is just one of many issues that are vulgar about violent video games. They teach children it’s accepted to swear at people when they get angry, or if they are just trying to help. Dr. Phil McCraw says "But they do use more aggressive language, they do use more aggressive images, they have less ability to control their anger and they externalize things in these violent ways. It's absolutely not good,” Instead of getting yelled at in the game kids from all over world are getting rewarded with trophies in the game for killing another person. “Exposure to violent video games increases the likelihood of aggressive behavior in both short-term and long-term contexts” says Daniel Willens.
The actions in the videogame may induce violent behavior, but why does it matter if they are too busy playing the videogame to act upon these impulses? They also keep the “violent” people off the streets, not allowing them to commit the crimes they do in video games. On the other hand, videogames can cause violence due to their addictive quality. Overall, they can create a sense of belief in the reality they present, due to the crimes associated through videogame violence. Videogames, especially violent ones, can relieve stress from a long day at school or work.
The pair then committed suicide. It is the fourth-deadliest school massacre in United States history, after the 1927 Bath School disaster, 2007 Virginia Tech massacre and the 1966 University of Texas massacre, and remains the deadliest for an American high school. The massacre provoked debate regarding gun control laws, the availability of firearms within the United States and gun violence involving youths. Much discussion also centered on the nature of high school cliques, subcultures and bullying, in addition to the influence of violent movies and video games in American society. The shooting resulted in an increased emphasis on school security, and a moral panic aimed at Goth culture, social outcasts, gun culture, the use of pharmaceutical anti-depressants by teenagers, teenage internet use] and violent video games.
“He said that the ‘hard-core’ pornography that he was exposed to could take responsibility for the murders. However, it is believed that he may have been in denial and refused to admit to family issues to protect them (Psychology of Psychopaths)”. No matter if the case was the hard-core pornography or his family, these are both components found within society that nurtured him into what he was later on in his life. Having troubled parents will lead to improper behavior and conduct, also being shown explicit videos such as porn at such a young age does affect the child's actions. In fact, whether it was the pornography or his family he would’ve been socialized by the same person and that would be his grandfather, an abusive racist who showcased the pornography to Ted at his developing years as a child.
In the video games, when the player dies, they can restart. In the games, characters are always fighting the enemy, sometimes that enemy is another person or group of people. This portrays to the viewers that it is acceptable to hurt others for any reason. People who open themselves up to the violent entertainment do not always understand that it is not like real life. Once your life is over, there is no coming back for second chances.
They are popular and are being advertised everywhere, making teenagers willing to play them; the fact that are they marked by the ESRB (Entertainment Software Rating Board) does not help much. However, considering the nature of such games, they should not be allowed for teens to play. For the human brain, there is no big difference between a real-life situation, and an imaginary one; this is why we get upset even if we just think about something unpleasant. For children and teens, which usually have a rich imagination, everything is even more intense. Virtual experiences for them may feel as real as their daily life; this happens due to advanced technologies, making computer graphics look extremely close to reality, and also because players take a first-person role in the killing process (often with the view “from a character’s eyes”).
Violent video games should not be at fault for these incidents where one might snap from a mental disorder or some sort of influence via non-media means. Let’s delve more into this topic regarding violent forms of media. Sure, violent games are prevalent in our modern-day society. They also exist in many other form of media entertainment – movies, television shows, and sometimes even radio. Because of this fact, video games don’t and shouldn’t take the full blame for what someone may have done.
Music nowadays is listened to for the instrumentals, so many people listening to music don’t even pay attention to the lyrics. However unheard lyrics may be heard by the subconscious. It is important to note that lyrics have lost meaning in the modern music, especially in the rap/hip-hop genre. Often times when a song artist writes lyrics, some words may be used just to complete a rhyming sequence. A popular music producer was asked about what kind of music is preferable for his audience, producer Pharell replied, "All they wanna do is dance.
Such statistics prove that media violence should not be tolerated. Taking the perspective into deeper meaning and thought of emotions and personality, Psychology Today indicates violent video games often results in the player’s changed personality. For instance, while it is the natural human interest to avoid aggression and help others in need, violent video games often motivate children/teenagers to take pleasure in violence by rewarding prizes and levels to those who complete the task. This instinct is often carried along with them to the rest of their life, as a possible outcome there is more cases of aggressive actions performed by