On April 20th, 1999 two teenagers, Eric Harris and Dylan Klebold walked into their school in Columbine Colorado and began a one-hour long killing spree, which ended in the death of 12 of their fellow classmates and one teacher and left another 28 wounded. The shooters then took their own lives. The two teenage gunmen did not have a previous history of violence but were both enthusiasts of killing-oriented video games. The violence in video games was a major factor in teaching these kids how to shoot other people in real life. Violent video games can and have led children to committing acts of violence against other children and adults.
Growing children are easily influenced by
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If a child who has no interest or knowledge in guns and weaponry begins to play a "shoot-em-up" video game where the sole purpose is to kill other people that child could become interested in guns and move on to something more realistic such as pellet and paint ball weaponry. From there the child could move into actual guns when he/she is able to acquire such weapons and this could lead to an act of violence against another human being. Violent video games can foster an interest in guns and violence in children, which can lead them to more realistic violence.
Video game companies are continuously releasing more and more realistically violent video games onto the market in order to sell more copies, because market statistics clearly show that violence sells: all the most popular video games include a violent main theme. Many games include very real-life scenarios with existing weaponry that were created to be as close to the real thing as possible. This can teach children all about the way a gun works and how to use it. If a child is killing people in an almost perfectly realistic virtual world, it would quickly desensitize that child, making it easier for him/her to commit such acts in real-life. A young boy brought his dad's gun to an American school one day and used it to shoot a boy who had been bullying him. In the video games the boy played, when a person was shot, the person would simply fall to the ground with a
Rashawn Blanchard states that “when it truly comes down to it, it would be ludicrous to place the blame of violent, unforgivable actions upon a popular form of entertainment. If it were any bit true then the United States alone would have somewhere in the vicinity of a quarter of its population teetering on the edge of violent explosion from a few hours with Grand Theft Auto III.” Kids play video games all the time. I know I did as a child. It never made me anymore, or any less violent then I already was. Based on the sheer numbers of video games sold, and the highly possibility that most kids have at least one violent game in the home, the united states should be seeing a HUGE increase in school shootings on a daily basis, not just a yearly one. He isn’t bias in his approach though, noting that “video games have long since been defined as a form of entertainment and it would be foolish not to acknowledge the fact that entertainment does influence people, especially children. In the 90's and even still to a degree today, elementary school children can be seen practicing their karate kicks even though they've had no martial arts training. This could be contributed to the amount of live-action costume super heroes that had taken over Saturday morning children's lineups, namely
As the level of violence in video games increases, so does the level of concern for those who play them. Some people are quick to blame school shootings on games just because the kid played a “violent” game. “The topic of videogames and violence can be compared to the chicken or the egg question, which came first, violent games or violent behavior”(Violence and Videogames). However most kids in mass shootings tend to have easy access to guns and are mentally unstable.
The article, “The Truth About Video Games and Gun Violence” by Erik Kain discusses how video games and gun violence correlates. The author opens up with someone by the name of Aaron Alexis who resorted to gun violence while playing video games that contained violence. There is a violent video game that scares parents and behavioral experts. There has been a debate on whether people who play video games later have violent behavior. Throughout the years, video games continue to show images portraying violence.
In the late 90s, it seemed that school violence was on the rise as three separate devastating school shootings occurred over a three-year span. The most severe of the three due to the high death toll was the shooting at Columbine High School, also the one most associated with violent video game influence. The two assailant's levels of gaming expertise and their participation in online gaming was in question as motivation for their killing spree. It was this knowledge that sparked a media frenzy over who's to blame for the heinous acts being committed by these obviously troubled youths. However, other issues in these children's lives can contribute to a deeper explanation.
On the morning of April 20, 1999, Eric Harris and Dylan Klebold approach Columbine High School, in Jefferson County, Colorado. Armed with one 10-shot Hi-Point model 995 carbine rifle, one Intratec AB-10 (TEC-9) pistol, two Savage 12-gauge shotguns, and as many as ninety-five explosive devices, Harris and Klebold enter the school near the cafeteria. Upon doing so, they are met with the words that God commanded unto Moses on Mount Sinai: Thou Shall Not Kill. Harris and Klebold tremble in fear and shame for what they have come to accomplish. Dropping their weapons, the boys fall to their knees, bow their heads in penance, and pray to God for forgiveness.
On the morning of April 20, 1999 – Adolf Hitler’s birthday – two students entered Columbine High School in Littleton, Colorado, with as many guns and pipe bombs as they could carry. The original plan was to plant bombs in the cafeteria to drive teachers and students to the parking lot, and from there they would shoot as many people as they could. More explosives would be detonated once police and ambulances arrived. But the first set of bombs failed to explode. So instead, Eric Harris and Dylan Klebold simply wandered their way around school grounds, gunning down whoever was unfortunate enough to cross their path. In less than an hour, the two teens killed twelve students and a teacher. More than twenty others were also wounded. The onslaught ended when Harris and Klebold turned the guns on themselves in the library.
Cullen, Dave. “The Depressive and the Psychopath: The FBI’s Analysis of the Killers Motives” The Columbine Alamac (20 April 2004)
The story of the Columbine shooters, particularly Eric Harris, illustrates how public schooling can serve as an example in which allowing an excessive amount of freedom can have ill effects on others around them. He was fond of writing disturbing stores in his creative writing classes, and these writings were products of his malicious, but unique, character. Had the school system enforced conformity more strongly, there may have been an opportunity to alter Harris’ course of action.
Some of the most infamous acts of terror on American soil took place on numerous campuses across the nation. School shootings, like Sandy Hook and Columbine, have started to become an ordinary event seen on the news, which causes a numb reaction in the hearts of countless Americans. According to an article written by AJ Willingham and Saeed Ahmed, from CNN, “...30 deadliest shootings in the United States dating back to 1949, 18 have occurred in the last 10 years.” In all of these cases, the news will give the attacker the attention they so dearly crave and always giving the same justification “they were mentally ill”. This one phrase reflects on all of those who also are affected by mental illness, does this make them corrupt like these terrorists?
During the past decade, America has witnessed a rise in mass murders carried out by youth leaving parents, teachers and school officials scrambling to figure out the motive behind such attacks. The 1999 massacre at Columbine High School was a watershed moment in American history that offered, besides grief and sorrow for lost loved ones, clues as to how to prevent copycat massacres at school campuses in the future. Theories abound in the hopes of explaining why Eric Harris and Dylan Klebold killed 12 and injured 21 others, yet very few hold true as time progresses and other massacres unfold. Modern-day schools have atmospheres that foster bullying and a divided social class system. The attacks perpetrated by Eric Harris and Dylan Klebold
On April 20, 1999, two ‘troubled’ teenagers fatally shot twelve students, one teacher and wounded twenty four others at Columbine High School. When asked to name a victim of the Columbine massacre, most people cannot produce a name but can name the shooters: Eric Harris and Dylan Klebold. Too often do Americans and citizens of the world remember the perpetrators of tragedies rather than the victims themselves. In an article published by Newsweek written by Max Kutner named “Mass Shootings and News Media: A Connection?”, Anderson Cooper stated in an on air interview following the 2012 movie theater shooting in Aurora, Colorado, “before we go any further, I just want to say that I am only going to mention the alleged shooter’s name a few
Violent video games increase the amount of mass shootings every year. The violence in the video games teach kids and even some adults to do things that they normally wouldn't know how to do, the first person shooter effect teaches kids how to use a gun and more than that, teaches them that it's alright to use a gun anywhere. When kids are playing first person shooter games against their friends, it seems like a game to them, those kids think that it is fun to run around chasing your friend with a gun and try to kill them, these games are also like target practice for them. Teaching these kids those skills prepares them for school shootings, abusing their families, and even causing them to talk back to their parents, other family members, teachers, and any other adults that could stand in their way. Adults who play first person shooter video games could be playing them for fun, what they were intended for, but when ever mass shootings occur like the one in Las Vegas at the Jason Aldean concert, or the one in
On Tuesday, April 20 1999, Columbine High School located in Columbine Colorado an unfortunate massacre happened and many teens lost their lives. The two students responsible for this incident were Eric Harris and Dylan Klebold. These two senior students were responsible for killing twelve students and one teacher; they were also responsible for injuring an additional twenty one students on their rampage. A few other students were injured while trying to escape the school. Columbine is considered the fourth deadliest school massacre in history. It was said to be that there was not one target but everyone was a target on Eric and Dylan’s rampage through the high school
The graphics in games now make the game almost look as if it were real life. That has brought the video game industry a lot more players and part of those new gamers are young children. The issue is when a child is presented with a violent video game that has really good graphics the child has a better understanding of what is going on in that game. Because children can relate what is going in the video game to the real world, that leads children to believe that the actions being done in that video game are accepted in society. If the children believe that its right from them to do violent actions that they learned from the game there attitude starts becoming more aggressive. Anne Harding says “children who watch violence in the media can internalize the message that the world is a hostile place...”.
“Head shot! That guy was destroyed!” These are just some examples of the dialogue spoken between children who play video games like “Call of Duty” or “Halo.” Children brag about the number of people they have killed in these games. Playing violent video games may cause children to act violently. First, violent video games train players to act aggressively by repeatedly killing an enemy over and over. Second, children mimic what they see, whether it’s in real life or on a video screen. Third, being exposed to the violent behaviors of the game, dead bodies, and blood, make the players insensitive to violence. Because the violence from video games affects the behavior of children, violent video games should not be available for purchase by anyone under age eighteen.