Essay on video games causing violence

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  1. A history of a moral panic
  2. The effects of the violent video games
  3. US military will no longer use floppy disks to coordinate nuke launches
  4. Violent Video Games and Effects on Children
  5. The Effects of the Violent Video Games Essay Sample | cofonariwoodg.ml

EMA legal case, it was noted that the studies conducted by Kronenberger were openly funded by "The Center for Successful Parenting", which may mean a conflict of interest.

A history of a moral panic

Further, other studies have failed to find a link between violent games and diminished brain function. For example, an fMRI study by Regenbogen and colleagues suggested VVGs do not diminish the ability to differentiate between real and virtual violence. Simone Kuhn explained that the brain effects seen in prior fMRI studies likely indicated that players were simply able to distinguish between reality and fiction and modulate their emotional reaction accordingly, not becoming desensitized.

In , records held by the US Office of Juvenile Justice and Delinquency Prevention and Office of Justice Programs indicated that arrests for violent crime in the US had decreased since the early s in both children and adults. Studies of violent video game playing and crime have generally not supported the existence of causal links. Evidence from studies of juveniles [93] [94] [95] as well as criminal offenders [96] has generally not uncovered evidence for links.

The effects of the violent video games

Some studies have suggested that violent video game playing may be associated with reductions in some types of aggression, such as bullying. Studies of mass shootings have, likewise, provided no evidence for links with violent video games. A report from the US Secret Service found that school shooters appeared to consume relatively low levels of violent media. Some studies have examined the consumption of violent video games in society and violent crime rates.

US military will no longer use floppy disks to coordinate nuke launches

Other studies have examined data on violent video games and crime trends more closely and have come to the conclusion that the release of very popular violent video games are causally associated with corresponding declines in violent crime in the short term. A study by the Center for European Economic Research [] found that violent video games may be reducing crime. This is possibly because the time spent playing games reduces time spent engaged in more antisocial activities.

Other recent studies by Patrick Markey [] and Scott Cunningham [] have come to similar conclusions. In the early s, Ronnie Lamm, the president of the Long Island PTA sought legislation to govern the proximity of video game arcades to schools.

In , Craig A. Anderson , a researcher who testified on the topic before the U. Senate, said,. In , Anderson was criticized in court for failing to give balanced expert evidence.

They report there is a scientifically non-significant trend showing that adolescents who do not play video games at all are most at risk for violent behavior and video game play is part of an adolescent boy's normal social setting. However, the authors did not completely deny the negative influences of violent M-rated video games on pre-teens and teenagers: Kutner and Olson suggested the views of alarmists and those of representatives of the video game industry are often supported by flawed or misconstrued studies and that the factors leading to violence in children and adolescents were more subtle than whether or not they played violent video games.

Henry Jenkins , an academic in media studies, said,. He also argues that the two industries are currently intertwined into each other in a "military-entertainment complex". The authors concluded it is improper for scholars or legislators to, at present, portray video games as a public health crisis. Przybylski found that older people, women rather than men, people who knew less about games and who were very conservative in ideology were most likely to think video games could cause gun violence.

Violent Video Games and Effects on Children

Several groups address video game violence as a topic that they focus on. Video games, particularly violent ones, are often mentioned as a cause for major gun crimes in the wake of school shooting by young adults. For example, Adam Lanza, the year-old shooter at the Sandy Hook Elementary School shooting , was found to have numerous video games in his possession, leading for some people to blame video games for the shooting; [] however, the State Attorney did not link video game to the event in their final report of the incident, though identified that video game addiction may have been connected.

The meeting was not designed to come to a solution but only for the invited parties to present their stance on video games and their relationship to violent activity as to try to determine appropriate steps in the future. The White House later released the video to YouTube, where it quickly became viral due to the controversy over the relationship between video games and real-life violence; despite being unlisted shortly after being uploaded, it has reached a 2.

To all you game developers and players who create and enjoy games — this is for you! Support for video game regulation has been linked to moral panic. Anderson, and Lori Bergen reiterated these claims in a book examining sociological effects on the production of media effects research. In , the Entertainment Software Association , the lobbying group for the video games industry, had enlisted over , members to the "Video Game Voters Network," a "grassroots" lobbying group to mobilize gamers to act against public policy that may negatively impact the gaming industry.

This included opposing a bipartisan federal bill that would direct the National Academy of Sciences to study the effects of all forms of violent media. Video game consoles were banned in Mainland China in June However, the Chinese would still police video games which would be "hostile to China or not in conformity with the outlook of China's government". Reported by Bloomberg , metaphorically speaking, Cai Wu, head of China's Ministry of Culture, said "We want to open the window a crack to get some fresh air, but we still need a screen to block the flies and mosquitoes.

Voluntary rating systems adopted by the video game industry, such as the ESRB rating system in the United States and Canada established in , [] and the Pan European Game Information PEGI rating system in Europe established in , are aimed at informing parents about the types of games their children are playing or are asking to play.

The packaging warns such games should not be sold to children. In the US, ESRB ratings are not legally binding, but many retailers take it upon themselves to refuse the sale of these games to minors. No video game console manufacturer has allowed any game marked AO to be published in North America; however, the PC gaming service Steam has allowed AO titles such as Hatred to be published on its platform.

No major retailers are willing to sell AO-rated games. The add-on was later removed and the game rated M. The act required an identification check for the purchase of M and AO rated games.

How do video games affect behavior?

The bill and others like it did not succeed because of likely First Amendment violations. This bill called for a label to be placed in a "clear and conspicuous location on the packaging" on all video games with an ESRB rating of T Teen or higher stating, "WARNING: Excessive exposure to violent video games and other violent media has been linked to aggressive behavior.

Entertainment Merchants Association. Video games were protected speech under the First Amendment.

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The case centered on a California law that sought to restrict sales of violent video games to minors. The video game industry, led by the Entertainment Merchants Association and the Entertainment Software Association , successfully obtained an injunction on the bill, believing that the definition of violence as stated in the California law was too vague and would not treat video games as protected speech. This opinion was upheld in lower courts, and supported by the Supreme Court's decision. The majority of the justices did not consider the studies brought to their attention as convincing evidence of harm, and stated that they could not create a new class of restricted speech that was not applied to other forms of media.

She said video games have "a very negative role for young people, and the industry ought to take note of that" and that Congress might have to step in if the video games industry did not cease to glorify guns. Researchers of video game violence, Dr. Cheryl Olson and Dr. Lawrence Kutner, have compiled a list of advice for parents who want to better monitor their children.

For each piece of media, it lists a suggested age rating, and scales that measure positive messages, language, violence, drug use, and consumerism. It also provides a summary of the content of the media from a fellow-parent's perspective. Video games since their inception have been the subject of concern due to the depictions of violence they may contain. Video games are often seen as a possible cause to violent actions, notably in the aftermath of the Columbine High School massacre , but academic studies have yet to identify any direct evidence between depictions of violence in video games and violent behavior; the American Psychological Association 's official stance on video games issued in stated that "Scant evidence has emerged that makes any causal or correlational connection between playing violent video games and actually committing violent activities.

Entertainment Merchants Association that ruled that video games are a protected class of free speech and blocking legislation on such sales restrictions. Tolerance of sexual themes and content in video game content varies between nations. For instance, in June , an entire portion of unused code was found within the main script of Grand Theft Auto: San Andreas , allowing the player to simulate sexual intercourse with the main character's girlfriends. Furthermore, the game was withdrawn from sale in many stores.

This event was dubbed the Hot Coffee mod controversy. The game RapeLay , a Japanese eroge with a storyline centering on the player's character stalking and raping a mother and her two daughters, also caused controversy. Campaigns against the sale of the game resulted in its being banned in many countries. RapeLay 's publisher, which intended the game only to be available in Japan, withdrew it from distribution. For the past few months in and , many of the latest PlayStation 4 games with sexual content are now being censored by Sony.

For the localized release of Senran Kagura Burst Re:Newal , "Intimacy mode", a mode where the player can play with the characters' bodies was removed, but by comparison, the same mode that was featured in previous titles like Senran Kagura: Estival Versus and Senran Kagura: Peach Beach Splash was not removed. PC release of Burst Re:Newal was not changed. While religion is seen as a serious topic, video games are considered entertainment. For example, Hitman 2: Silent Assassin sparked controversy due to a level featuring the killing of Sikhs within a depiction of their most holy site, the Harmandir Sahib.

The Effects of the Violent Video Games Essay Sample | cofonariwoodg.ml

Some scholars have expressed the concern that video games may have the effect of reinforcing sexist stereotypes. Furthermore, characterizations of women tended to be stereotypical: highly sexualized "visions of beauty with large breasts and hips" , dependent "victim or as the proverbial Damsel in Distress " , opponents "evil or as obstacles to the goal of the game" , and trivial "females depicted in fairly non-significant roles". In , Kennedy considered the characteristics of the character, Lara Croft in the Tomb Raider video game series.

She is presented as a beautiful, clever, athletic, and brave English archaeologist-adventurer. Lara Croft has achieved popularity with both males and females as an action heroine, although depending on what perspective is applied she can either represent 'a positive role model for young girls' or a 'combination of eye and thumb candy for the boys'.

The character was modified to have a more believable figure with less revealing clothing. Male characters are portrayed as hard bodied, muscled men while female characters are portrayed as soft bodied, nearly naked women with large breasts, portrayed in a narrowly stereotypical manner.

Females are usually constructed as visual objects in need of protection who wait for male rescue, whereas men are portrayed with more power. According to Flew, such depiction of females in games reflects underlying social ideas of male dominance and themes of masculinity. Although not all video games contain such stereotypes, Flew suggests that there are enough to make it a general trait and that " Lesbian, gay, bisexual, and transgender LGBT characters have been depicted in some video games since the s.

LGBT content has been subject to changing rules and regulations by game companies.


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Video games may influence the learning of young players about race and urban culture. The game takes place in , in "Vice City", a fictionalized Miami. It involves a gang war between Haitian and Cuban refugees which involves the player's character.