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.
The rising popularity of video games has instigated a wide range of concerns from those who believe that playing games can corrupt the minds of children, teens, and even adults. Possible harmful and helpful effects of video games have been a subject of debate among parents, researchers, gamers, and video game producers. The arguments were mostly about the games’ potential good and bad influence concerning children and adolescents. Based on recent research findings by scientists and psychologists, 90% of American youth play video games in a daily basis. It is an extremely popular pastime among children and teens, though most parents see it as a time-waster and a negative influence.
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
The same computer you use at home, work, or at a public venue to view things like facebook and other forms of media such as youtube can also be used to place a bet or wager outside the law. It’s what CNBC calls a thriving illegal business hiding in plain sight (CNBC, 2012). Gambling has always received bad press, and in more instances than none it is deservedly so. The harm from gambling demands a swifter more effective way of responding to it that it generally gets. Gambling is not problem gambling but the best response to problem gambling is one that is true to gambling’s worthwhile
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. One thing that she states is that the violence in video games has been linked to violence in the lives of the viewers, and that people who play video games naturally have a more aggressive personality. Though TV has also been known to show violence, Wrights says that video games are worse because they’re interactive. She also asserts that though people may like to deny the negative effects of video games, they cannot deny that the media is a manipulative tool that is used to trigger emotions. Wright’s closing statement is a warning to parents; she says that they need to educate themselves to keep their children safe.
In fact, not many adults over 35 are video game players. Although I don't agree, It is said that video game violence is the reason that today's world is so violent. I do not think that video games promote violence. Despite video games being in every country, the crime rates vary in every country. If video game playing was linked to crime rates you would assume that you'd see higher crime rates everywhere.
Children who are older may be able to understand the difference between fantasy and reality a little better, therefore older children should be able to play games at a parents discretion. Some experts say,” kids are attracted to video games not so much by the violence, but because the games present puzzles or problems to solve (Sherry 1). The media and many other angry parents like to find a source to blame such as video games. Although video games are very entertaining and becoming more of a virtual reality the truth
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?
Are your Facebook friends more interesting than those you have in real life? Has high-speed Internet made you impatient with slow-speed children? Do you sometimes think about reaching for the fast-forward button, only to realize that life does not come with a remote control? If you answered yes to any of those questions, exposure to technology may be slowly reshaping your personality. Some experts believe excessive use of the Internet, cellphones and other technologies can cause us to become more impatient, impulsive, forgetful and even more narcissistic.
Two groups of teens were each instructed to play a certain videogame for a half hour. One group played a violent war game, while the other played a non-violent racing game. After each group finished their game session, a thorough brain scan was conducted on each member of the groups. Studies showed that the group that played the violent war game had increased activity in the part of the brain that controls emotional stimulation, while the group that played the nonviolent title showed no difference in brain function. Science shows that violent videogames does in fact increase aggression in teens and children, but it does not exactly clarify the magnitude of this increase for the vast majority.