In 1976 the arcade game "Death Race" was released based on the movie "Death Race 2000". The objective of this game was to use your car in order to run over fleeing goblins. This video game was so simple but had so much controversy behind it that it led to the first study on the physiological effect of video games on the human mind. Ever since Death Race, video games have continued to make huge advances in order to create an almost endless amount of possibilities on what you can or cannot do in a video game. Since the first video game was introduced, the gaming industry has seen a huge spike in the popularity of violent video games. Not only have they become more popular, but they have also become significantly more realistic. So realistic, …show more content…
With regard to the Columbine High School Massacre, which occurred on April 20th of 1999, where two teenage boys entered a school and set fire inside the school, killing twelve students and one teacher, evidence was found that the two murderers were avid video gamers and were fans of violent shooters. Investigators at the time could not find any reliable motives as to why Eric Harris and Dylan Klebold, would commit such a heinous crime. Many proposed that they were bullied in the school and wanted to take revenge on their classmates. When this theory failed, others blamed the violent video games they played. The FBI and its team of psychiatrists and psychologists, however, believe it was much deeper than that. According to world-renowned mental health experts, Dr. Frank Ochberg and Dwayne Fuselier, Eric Harris was labeled as a psychopath and Dylan Klebold was a depressive. In the popular usage anyone who kills senselessly or commits acts of violence can be labeled a psychopath; however, in medicine and scientific terms, a psychopath has a special meaning and is required to meet specific characteristics. Harris’ and Klebold's goal was not only to become nationally recognized, but their goal was to commit the biggest school massacre in the world in order to instill fear in the hearts of every human being who ever heard their story. Games could not have caused this type of behavior because games did not motivate them to commit this crime. It was the thought of being able to strike terror in the hearts of people all over the world that drove them. Yes, they only killed thirteen people in total but their target was much bigger than that. If they had wired the propane tanks to explode correctly, the number would have totaled over 600 people. Since, we now understand the motives and illnesses of the boys; could video games have provoked a medically
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.
Call of Duty, Mortal Kombat, Grand Theft Auto, and Doom. Many know these games for their violent nature, stemming from their graphic scenes or gameplay involving shooting or beating up opponents, and these factors have caused these games to stir up quite a bit of controversy. For the last few decades, people have debated the effects of these games on the people who play them. Many believe those who play the games become more aggressive as a result of their violent nature, while others argue that playing the games has no effect on one’s behavior. Society should realize that violent video games have, at most, minimal effect on players’ behavior.
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.
Since Columbine, in which two students carried out one of the most deadly school shootings in history. Video games, TV, and movies have been a sought-after target for acts of violence. After the Columbine shooting, the media thrust the idea that Eric Harris and Dylan Klebold’s tendency for violent video games, not to mention screamo music and somewhat goth subculture, were partly to blame for the terrible day in history.
Many believe that violent video games in particular are nothing more than interactive murder trainers for those who play them. It’s a known fact that Eric Harris and Dylan Klebold, the disturbed high school seniors responsible for the Columbine High School Shooting, where avid gamers and gun enthusiasts. While there is no proven direct correlation between violent media and actual violent crimes, this can’t be simply dismissed as coincidence. Investigators found computers with the popular game “Doom” installed in the shooters’ homes, with “Doom” being somewhat infamous for its brutal, violent content. (Daily News, 2012, Apr. 23)
Similarly, most games involving combat, guns, and other weapons are intentionally violent, as well as the aggressive acts towards women portrayed in the games, with representations of violence and misogyny are becoming all the more graphic as game visuals reach cinematic hyperrealism. The more realistic the games become, the more interesting they are for the players and the more escapism they are experiencing. Violence and misogyny therefore become celebrated. Sometimes, the fake world and real world lines can then be blurred. The possible effects of these type of games have been debated for years. As said in the text, videogames have been charged as being a factor in violent episodes, such as the Columbine High School shootings of 1999. Earlier research linked playing violent video games to aggressive thoughts or hostility, but those suggest that the greater concern should be the personality traits of certain types of players rather than violent video games. Overall, while some people view gaming as a simple leisure activity, the alarms about violent and misogynistic game
In the year 2016, more than 10 million copies of Grand Theft Auto were sold. Grand Theft Auto, among other video games focus on illegal crimes. For example Grand Theft Auto, frequently makes references to drugs, murder, and robbery. Even though video games are much more violent than they were in the 1990’s, video games over the years have managed to make an impact on American culture. Some ask why violent video games are such a concern for America? Well according to Times Magazine,“The average U.S. gamer age 13 or older spent 6.3 hours a week playing video games during 2013.” With people becoming addicted to video games, others begin to worry if videogamers will start to blur the line between the virtual world and reality. In the book Columbine, the author David Cullen states media reporters, partially blamed video games for the Columbine Massacre. “When he was eleven, id Software released the video game Doom. Eric found the perfect virtual playground to explore his fantasies.” (Cullen,114) The shooters Dylan, and Eric before the Columbine Massacre fantasised about murder, and in the video games they played they were allowed to be killers. Although, media reporters stated that videogames, were a reason the Columbine Massacre occurred, David Cullen addresses that video games had nothing to do with the shooting. Although, video games had no effect on the Columbine Massacre, other shootings such as Sandy Hook has been linked to them. As video games grow in popularity and
As technology as progressed, more people, especially youth, take part in playing video games. There has been an steady increase of video game usage because of the fact that video games have become more life-like and realistic. While they have become more realistic in aesthetic ways, they have also become more violent in content as well. Games like Call of Duty
School massacres have become more prevalent in this last decade. As part of the police investigation that concludes the shooting, they look for a motive. The first thing that people are frequently told from the news media is that the suspect’s motive was from playing a violent video game, not that they have a mental illness that may have caused them to execute their mass murder. Sane players of video games grasp the fact that they are playing a video game. “Their ability to distinguish between fantasy and reality prevents them from emulating video game violence in real life” (ProCon). Whereas people who have a mental
Controversy in Advertising Video Games: A Casual Argument I have been playing video games since I was five years old. In fact, one of my first memories involved me struggling to get past an underwater level in Donkey Kong, which involved both repeatedly pressing ‘x’ to swim up while dodging fish trying to take out my health points. I remember how incredible the feeling was for me to finally beat that antagonizing level.
Throughout history man kind has always searched for ways to entertain himself, each time developing new activities and games. Video games have become a very popular way to spend time and have fun from the 1970’s up to now. With new developments appeared different video game genres from adventure to racing, but the violent video games appear to be the most popular ones (Shin, 2003), for example: shooters, fighting and video games where you have to eliminate, destroy, or kill your enemies.
There weren’t any problems seen with games or gamer behaviour until 1976 when the company Exidy released the game Death Race, due to the gremlins human-like appearance, the context of its inspiration Death Race 2000 (1975), and the game’s working title being Pedestrian. The uproar around the game actually promoted sales and sparked the release of its sequel Super Death Race in 1977, and Atari’s release of the 2600 home console. In the following years there was great success with games that weren’t thought to be particularly violent like Pac- man and Space Invaders, however rising concerns came with public success. In 1982 the combination of a warning from C. Everett Koop-- the U.S. general surgeon at the time-- that video games contributed to family violence and the release of Custer’s Revenge (1982) by Mystique created astigmatism against games made and marketed for adults. There was a short break before the Mortal Kombat (1992) series reopened the discussion on violent video games with it’s gory and brutal “Fatality” scenes that included: decapitation, ripping the organs or skeletal structure, and incinerating or freezing your opponent. At the same time the less popular Night
The evolution of video games has taken a drastic change since the 1970’s when video games were first introduced. Since then every decade video games have become more violent in nature with strong language and realistic to suit society today. Craig Anderson states that with more violence in video games they would sell better than games with less violence (Anderson, Gentile, and Beckley pg.5). Violent video games really became popular when the first person shooter games were invented so that we could see through the eyes of the player, as if we were really experiencing it. Society wanted better graphics and games as time went on new technology was invented and society matured in electronics. This meant that for game creators would have to come up with something better selling than the last. Creators would make the games more violent and more realistic each time so that way they can keep the interest of their consumers. Each game would increase in blood or gore slowly, but what really got consumers to buy their games would be the update of graphics in the consoles or games. This is due to the drastic changing of technology and the maturing of consumers wanting better and newer violent video games. Violent video games can cause children to behave violently if not correctly supervised.
Ninety-eight percent of pediatricians say violent video games lead to aggression. Eight out of ten researchers say violent video games lead to violent behavior. Studies show children who play violent video games usually bully. Video games also reward the player for violence, which teaches players that violence leads to rewards. Violent video games teach people to aim for the more lethally vulnerable parts of the body like the head. The teenagers who attacked Columbine High School which is located in Colorado, in 1999, were highly interested in violent video games. Another attacker, who attacked a movie theatre in Aurora, Colorado, also had a high interest in violent video games. Two Tennessee teens who shot at driving cars told police they got the idea from Grand Theft Auto the highly violent video game.
On April 20, 1999, two senior students plotted a school shooting, sadly managing to kill 12 students and one teacher, along with several other major injuries. Knowing they would soon be caught, the two perpetrators committed suicide. This was the Columbine High School massacre. Although their motives were unclear, investigators concluded that the shooters conspired to “compete” against other mass shootings in the ‘90s, stating that they were homicidal psychopaths. The shooting was known as the deadliest school shooting ever recorded (History). This incident sparked issues over gun control, goth subcultures, use of pharmaceutical antidepressants, and violence in video games and television. The two students were said to play and watch countless hours of violent video games and television and that was known to be a major cause for this catastrophic event. Therefore, the issue over violent video games and television should be regulated or restricted to children and especially to teenagers.