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.
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.
She also writes some about politicians and the Juvenile Justice system. Sternheimer points to other possible reasons for the violent acts of the youth such as, the home life. While it may be that juvenile crimes have declined and personal backgrounds effect actions, it cannot be said this proves video game violence has no effect on youth. Sternheimer begins by explaining how video games violence has become a “folk devil” (204) to explain unexplainable happenings of youth shootings and this is just the one to follow the many other explanations the media and politicians have given for problem youth. She then brings up the issue of unnerving newspaper headlines such as “Bloodlust Video Games Put Kids in the Crosshairs” (205).
I agree with Jenkins when he says children learn the difference between real shootings and video game death. We grow up playing pretend, which allows us to express ourselves in a way we can always do in the real world. For example, if a teenager gets angry and says they are going to murder someone, you would worry about their mental health. But if the same teenager came home after a long day of school and played a shooting game, everything would be fine. Grossman says that the 1st Amendment doesn't apply to video games if they teach children to kill, but does any game really teach you to take someone's life?
Over playing violent video games can "shield" teens from going out and making friends. They feel no need to make friends because they are constantly occupied playing the game and attempting to achieve objectives in the game. As they meet people in the game they think that is enough but they are not comfortable in face to face conversations. They only speak through a headset. People do not view them as who they really are, they view them as their players; if their rank is high they earned the respect of their peers in the games.
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?
“Guns, Lies, and Video” Summary Rhetorical Analysis In Karen Wright’s “Guns, Lies, and Video” she addresses several arguments about the topic of violence in video games and the affect that they have on children and young adults. One of Wright’s opening statements is about how parents distinguish between virtual violence and physical violence and actually justify their children’s interaction with video games. She also states that there are studies that actually show the link between violence in the media and the aggressive ways their viewers respond to their messages. Wright also mentions how there was a time when video games truly were harmless, but now that they are more aggressive, people tend to get the message that violence is tolerable and funny. 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.
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.
However, as games become more realistic, the question of if violence and adult content that is portrayed in games could potentially have a negative consequence on its user. There has been much speculation on whether or not video games over the years are causing children and teenagers harm. Experiments have been conducted to show a link between video games and aggressive behavior. Sure it’s easy to point a finger at something to be the cause of children committing criminal activity, such as the media, but where are the facts. Despite these accusations, I would tend to argue that games are not as harmful as so many may think, but instead very beneficial.
Video games have become prolific and it is very rare that a teenager will not be in possession of a game console, be it a PS3 or Xbox. There are many different genres, popular ones among them being First Person Shooter, Simulation and Role Playing Games (RPGs). As with many forms of entertainment, there are both positives and negatives effects to consider that are caused by playing video games. Most of the bad effects of video games are blamed on the violence they contain. Violent video games have the most negative psychological effects including: decreased socialization, increased aggressive thoughts, behaviors, and feelings.