Video games, since their creation have been a great source of controversy in regards to their effects on mental health and influence on violent crimes. Games have been created over thousands of years ago and have excited generations. Virtual games on the other hand have not existed for over a hundred years, but have made major media controversy over the intense gore in many uncensored video games. One huge standout is the classic known bloody graphic fighting game Mortal Kombat that made the “ESRB” or rating system to show who is mature enough to play this video game. The newest ratings for video games would be represented with an “M” for mature and only 17+ people could purchase copies of those video games with that symbol on the game. Mortal …show more content…
There are sports games, puzzle games, and even educational games to entertain gamers. For example, Chess a board game played for thousands of years made it’s way to the computer screen and is present in most computers for free. But unfortunately, the main controversy is over shooter type games which have heavy influence with mass shootings in people’s opinion. One despicable event was the shooting on the Sandy Hook Elementary School. The nefarious Adam Lanza was found to be a fan of violent games like Call of Duty and Gears of War that revolve around shooting targets (People) as one of the main objectives. Society could put blame on the creation of first person shooters genre of this tragic event but it was not significantly major part. The state attorney of the investigation reported that “Shooter had significant mental health issues that…did affect his ability to live a normal life.” (Good) Adam Lanza played first person shooter games but was seen most of the time before playing Dance Dance Revolution with his close friend in a theatre arcade. That friendship with his close friend came to an abrupt end and life may have gone worse for Adam. There were struggles in school finding a niche and with his family being divorced when he was young. Real life events have the impact to change someone drastically to make an individual unstable to coexist in the real world. Experts can say playing violent video games are boosting the aggression inside of people to become violent. On the other hand “exposure to video game violence neither increased aggressive behavior, nor decreased prosocial behavior” (Ferguson) according to a video game violence researcher themselves. They researched thoroughly in their lab looking for the answers and could not prove video games caused people to act violent. When a person decides to commit heinous massacres their reasons cannot be because the video
In the passage of Fetching Water William’s father and him stopped at a spring for water. There were white people in front of them so they waited,when it was William father turn two white grabbed him and told him “when all the good white people have gotten their water,and when everyone is gone,then you can do what you want to”. That explained how he had to wait for water just because of his skin. Governor Wallace of mississippi was an act of real hatred and prejudice when he didn’t let two black stundents attended Old Miss in Mississippi. When the father of William said “there’s gonna come a day when this won’t be anymore”. J.F Kennedy and his speech explained what William’s father meant. His speech changed a lot of eyes of whites and blacks.
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.
Can violent video games truly be a cause of real violence in our adolescents? Can they really lead to such terrible tragedies and massacres like the one at Columbine high school? That is exactly what writer John Leo is suggesting in his essay, “When Life Imitates Video.” He starts us off here by pointing out the similarities between the actions taken during the Littleton massacre and the events of video games like the two shooters often played; and he criticizes the plethora of shooting games available today and how realistic they are. These games that are played by so many today, Leo warns, could “blur the boundary between fantasy and reality.”
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.
Shame that is brought down on someone is meant to make them weak and regretful, but it can also make them a stronger, more independent person motivated to make their society better. In the Scarlet Letter by Nathaniel Hawthorne, he explores how Hester transforms her shame and successfully changes the way other people in her Puritan society perceive her. By Hester choosing to become an outsider living on the edge of town she shows the people of Boston that she is not sinful but is charitable and has an open heart. Furthermore, Hester’s unique and insightful daughter Pearl, makes her a stronger, more-questioning individual able to look at things in a different way than her Puritan society does. Additionally, Hester is not verbally rebellious but
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
Media has portrayed violent video games as the root cause for violence and school shootings, but is it really? Violent video games are predominate in the industry of gaming with consumers being primarily children. Furthermore, as the sales of video games increase studies have shown that violence has actually decreased in younger consumers. There are many studies performed on children to truly test these accusations made against video games and violence. Many people believe that playing video games will lead you down a path of anger and evil, but this isn’t the truth at all playing video games doesn’t have to lead you to becoming a villain to
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
According to CBS News, back in 2005 in a small town of Alabama, an eighteen-year-old teenager went on a rampage and killed three men, two of them being police officers. It was found out that the gunman played Grand Theft Auto day and night for months. He was simulated to murder; he was trained to “kill”. We all remember the tragedy that took place at Sandy Hook Elementary School in Connecticut, where fourteen children and six teachers were killed in December 2014. DailyMail reports that investigators discovered that the shooter, Adam Lanza, “notched up more than 83,000 'kills' on his beloved video games including 22,000 'head shots' as he trained himself for the horrific Sandy Hook massacre.” His mother recalled to a friend days before the attack that her “son had become increasingly obsessed with the military and she finding disturbing pictures of mutilated corpses and murdered children under his bed.” Studies reveal that violent games make children
Many mass shooters past reveal an obsession with video games or a fictional character. For example; Aaron Alexis, who committed the Washington Navy Yard massacre, had an obsession with video games. He played for a typical 5 hours a day without sleep or breaks. His favorite games were first person shooters, and he was known as the “ headshot king “ to his online friends. CNN conducted a survey in 2013 about the violent tendencies of college students and video games. “Violent games also decrease helping behavior and feelings of empathy for others. The effects occurred for males and females of all ages, regardless of what country they lived in. The effects of these games go beyond making players more aggressive. In our research, we found that people who played first-person shooting games were more accurate than others when firing a realistic gun at a mannequin -- and more likely to aim for and hit the head.” ( Bushman 3 ). With the rise in the popularity of the gaming for younger children, could the next American mass shooter be the 9 year old neighbor you have next
Like all great works of literature, critics interpret stories in multiple ways. “The Legend of Sleepy Hollow” by Washington Irving is no exception. His story of Ichabod Crane and the Headless Horseman is an exciting read, but when further analyzed, one finds that many interpretations exist. Ranging from feminist perspectives to economic perspectives, this story appears to have a much deeper meaning than many readers initially give the story. To truly understand the many interpretations of “The Legend of Sleepy Hollow,” one must understand the historical and cultural context of the story.
Many theories are speculated of what drove people to create such massacres and harm to innocent victims. One of the most popular is that violent video games have an influence on these attacks. However, Matt Peckham, in “Researcher Says Linking Video Games to Gun Violence is a ‘Classic Illusory Correlation’” explains there isn’t much evidence to prove that theory and researches haven’t found a reasonable link between the two. Actually, on the contrary video games seem to benefit a person mind rather than harm them according to Mary Flanagan, in her article “Don’t Demonize Video Games for Violence.” Video games don’t influence a person’s mind because there is a psychological explanation to these occurrences therefore violent video games has no contribution to violence incidents across the nation.
After the elementary school shooting of Sandy Hook in 2012 this issue of violent video games became a hot issue calling for a connection of violence to video games. However, the final investigative report suggested that he was more a fan of nonviolent games (Ferguson, 2015). Video game violence is an issue that continues to be studied due to the inability to come to a general conclusion on whether or not the games provoke violence in connection to mass shootings. With shootings occurring and receiving mass coverage the media and public often seek a person/item to place the blame on. After the tragic events that left people dead or injured one of the topics that emerged was that of video games affects/effects on the person.
The story line behind some violent video games includes games in which players earn points by carjacking taxis, scoring drugs from cursing thugs, and mowing down pedestrians.(see http://www.feedmag.com/vgs/duncan.html>) Some cartoonish tag lines in some sadistic video games include : -- "As easy as killing babies with axes" and "More fun than killing your neighbour's cats". This kind of themes definitely influence the players, especially the younger ones, and inflict violent tendencies on them. It is no wonder, that this killing mania in violent games was seen to seep out into the actual world when a high school junior opened fire in his school cafetaria in Littleton, Colorado, killing two of his classmates. The gunman was reported to be an ardent fan of Quake and Doom, some rather violent video games. More proof of the relationship between video games and violence is revealed by a study which clearly reveals how this kind of entertainment affects our lives. Greater details of the history of how high school students turned gunmen in Columbine High School are given, which shows that the effect of video games in their lives was a major source of influence in doing what they did best.
Ever since the Columbine High School shooting in 1999 and the shooting at Sandy Hook Elementary School in 2012 (and many other incidents), there has been a belief among many people that playing violent video games causes children to commit violent crimes. These societal beliefs fall into the “moral panic” category where society believes that behavioral choices of others within a society poses a great risk to a society as a whole (Ferguson, 2008). The moral panic in this topic was a growing concern that the beginning of violent video games, such as the release of Mortal Kombat and Street Fighter, and “predicted” the “school shooting peak” of the late 1990’s (Ferguson, Coulson, &