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Do Violent Video Games Really Cause Violence?

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Whenever there is a mass shooting, it does not take long before videogames are to blame. Some politicians and family value groups have said, "Censorship is the bastard child of technology." What is to blame for such a quote? The answer is: the realism of gaming software. Gaming software realism has grown tremendously from being pixelized. While this is amazing to some, others have major complaints about the effects of the games on their children and other people around them. One half of the peoples complaints are that the video games need more censors which will limit things that are able to happen in the game, better known as video game censorship. The other half of complaints believe that the increase of sex and violence in video games is …show more content…

Harold Koplewicz, child psychiatrist, and President of the Child Mind Institute was interviewed and he said that he thinks that children with psychiatric disorders are more at risk for the negative effects of video games. "If you are more impulsive, if you are more anxious, if you tend to be more depressed, or if you intend to be more detached and distant with social limitation, media is bad but video games are especially bad for your mental health." Dr. Koplewicz says that parents are the only key to put an end to all of the things he previously mentioned. In 2005, the American Psychological Association issued a resolution declaring that they advocated for violence reduction in all video games. The reasoning behind the APAs choice was that they linked the violent media and realism of gaming software to hostility, aggressive thoughts and irritable tendencies. However, the policy was immensely criticized so the APA formed a task force to fight against violent media in 2013 to answer the reoccurring question, "Is playing violent video games linked with real world acts of violence?" The task force also found that the video games alone can't explain adolescent aggression. Rather, it concluded that the "accumulation of risk factors," such as antisocial behavior, depression, trouble at home, delinquency or academic problems, also played a role. Parents can throw the blame for all bad in the world towards video games all they want, but the makers know that they have their …show more content…

Ratings on video games are supposed to be the yes or no on purchase, besides the consent of the parent of course. ESRA has been trying crucially to do their part in making the age-to-play ratio on games easy to see. It seems as if their method has not been seen fit to most though. However, ESRA can only influence people to buy the game suitable for their age, they can't force them.
In conclusion, video games have not been proven to be the cause of harms in society. Parents have the ultimate choice to what kids get. The purchasing stage winds down to consent from the parent. Censored games are fine to a certain extent, but games have to be made to be enjoyable around all ages. If it is M for mature then a minor should not be able to get it, but if it is E for everyone then everyone can have fun. As far as the other ratings betwixt those two, video game purchases are all based off of

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