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
It is easy for me to see something on TV and know that it wouldn’t be right to replicate it. For a young child this may not be the case. Children tend to act out what they see on TV with their friends at school. As an adult I can choose what to and what not to watch based on how much violence I wasn’t to see or how much I can take. For children, the parents have to monitor what they watch and heed the TV rating systems to insure their children are not getting an unhealthy dose 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
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?
It is necessary to take a closer look at whether or not violence in the media really is responsible for this development and then to examine what censorship may entail before taking such a far-reaching decision. Many concerned people, ranging from worried parents through to reputable psychologists, deplore the ever-present nature of violence in the media, claiming that this is the reason why people are increasingly prepared to commit violent acts. They argue that violence is being propagated as normal or even entertaining. Violence is in the newspapers, on the news, in film plots and in cartoons. Violence is a source of laughter in children's programs; films present it as staple fare; it is served as pseudo-information in sensation-hungry newspapers and on reality TV; and it is even glorified by some musicians in their lyrics and performances.
Parents should regulate the amount of video games their children play because if your child regularly plays games with plots based on violence and aggression, research shows children at risk for increased aggressive behavior, it inhibits social interaction, and it is not always intellectually stimulating. First, parents, not government, need to monitor video games. Laws don't go far enough to help parents, argues Craig Anderson, a professor at Iowa State University: "The results are really quite clear; regardless of gender... regardless of culture... we know that playing violent videogames increases the likelihood of aggressive behavior and aggressive thinking, decreases the likelihood of pro-social behavior, and increases what you might think of as desensitization... Probably the best solution is to educate parents... but we also need to give parents better tools and the current rating systems don't do that." "One study reveals that young men who are habitually aggressive may be especially vulnerable to the aggression-enhancing effects of repeated exposure to violent games," said psychologists Craig A. Anderson, Ph.D., and Karen E. Dill, Ph.D. "The other study reveals that even a brief exposure to violent video games can
Everyone deals with stress and frustrations differently. However when action is taken upon the frustrations and stress, and the action is taken out in anger and aggression. The results may be very harmful to both the aggressor and the person being aggressed against, mentally, emotionally, and even physically. Young children are more likely to confuse fantasy violent with real world violence, and without a framework for ethical decision making, they may mimic the actions they see in violent video games. Playing violent video games increases aggressive behavior and arousal.
Violent Video Games and Their Effect On Children In 1999, the shootings at Columbine High School seemed to spark the debate about many things wrong with our youth but one thing in particular was violent video games. Parents claimed that these violent video games were a catalyst for the violent actions that these young men committed that day. According to Sean P. Neubert of Rochester Institute of Technology, a person who is biologically predisposed to aggression will be more strongly influenced by violent scenes and thus will have a greater risk for carrying out destructive actions. For example someone with Antisocial personality disorder has a greater risk of going out and shooting someone after playing hours of Grand Theft Auto or a game of a similar nature. [1] Also, Barlett, Branch, Rodeheffer, and Harris, (2009) found that a violent video game produced greater elevations in heart rate, hostility, aggressive thoughts, and aggressive behavior compared with a nonviolent video game.
Excessive playing of video game can cause violence, addiction, and poor academic performance in children. During the past years, the playing of video games was investigated to observe and analyze its negative impact on children. Violence, addiction and poor academic performance were determined as some of the negative effect of video games on children. Video games over the last 30 years have made an impact on the way children spend their leisure time, by keeping them from being bored, but also have caused children to develop violent skills the use to hurts the society. Many of today's video games, especially the ones that are suitable for young boys, focus their attention on
First, Violence portrayed in video games and on television also contains sexually suggestive programs. These things are inappropriate for children. Even the cartoons now have things that are inappropriate for children, whether it’s language, violence or sexual innuendos. All these things subject children to content that is way above them at much too young an age. Cynthia Wagner states that, “The violent content of those games, particularly those favored by males, is of growing concern to families, schools, and policy makers.