As the video games industry grows larger in popularity by the day, it becomes a subject of objection more and more and people split into two teams as a result. On the first hand, a group claims that video games are harmful and should be banned because of their connection with aggression, while on the other hand, a group believes that video games have a positive impact on young people. An article titled” Why We Need Violent Video Games” was written by Ethan Gilsdorf in order to persuade readers that violent video games are beneficial and show the flaws in the opposing group’s arguments. The author states that virtual games have considerable advantages while responding to some of the arguments that are against the violent video games industry by comparing the results between violent video game killings and actual real life massacres. The text shows the perspective of those who support the virtual violent games industry by presenting supporting examples and comparisons that offer another viewing angle on the issue. Overall, the article introduces the author’s way of thinking about violent video games and protests against some of the counter arguments in addition to offering solutions to …show more content…
I believe he had a valid opinion regarding the video games effects, offered a logical and interesting argument that highlights how they can be beneficial and compared the virtual games’ side effects with other forms of entertainment’s which outstand his argument, however, he had not used information fairly by not familiarizing the readers with the counter arguments in addition to showing a biased interpretation of facts by not documenting the complete truth regarding the Lanza case which raised a question regarding his motives and his article’s
The Writer of “When life imitates Video”, John Leo has tried to persuade his readers the reason why violent video games have negative impact on children's character. The first main goal of his article is to show the relationship between playing murderous games and violent actions. His second main goal is to make emotional appeal to parents the need to monitor their child from exposure of graphic violent medias. Most of his argument comes from his personal believe otherwise not supported by any evidence except making emotional(pathos) and logical(logos) appeal by trying to associate violence occurred in the Colorado with violent video games. To further strengthen his argument, he cited the Los-Angles Times which describe the characters children display while watching morbid video games and he tried to link the aggressive behavior modeled in the game and violent character. He assume the whole society as his audience. As he stated it, “we are now a society in which the form of play for millions of youngsters is making a large number of people die”.He succeeded in writing and informative and an emotionally appealing article with a potential of convincing his audience against violent video games.
In the modern world, violence is an everyday occurrence, and the video game Grand Theft Auto not only promotes violence and aggression, but it also normalizes it, creating a negative impact on society. Video games have gained a lot of popularity as of late, nearly every person has some sort of gaming device, whether that is a console, handheld device, or even just a smartphone. Consequently, the act of playing video games regularly has become accepted as ordinary in today’s culture. It seems strange to think that a video game could have any effect on society, whether it be positive or negative. However, through the presentation of offensive language, aggressive behavior, and gun violence, the video game Grand Theft Auto will undoubtedly assist you in comprehending the negative characteristics that a video game has the potential to possess.
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.
In society, video games have been criticized as an inducer for violent in children. The ongoing debate instigates research on the correlation between video games and violence. In Craig Anderson’s article, “Violent Video Games and Other Media Violence, Part II”, the author criticizes the opposing side and states that violence in media reflects violent behaviors in children. John Glynn’s article, “Guns and Games”, reasons on the benefits of video games and points out the true perpetrator for violent behaviors of youth in the United States to be the gun culture.; While Glynn’s article contains some form of pathos, there is a lack of pathos in Anderson’s. Both articles utilize logos and ethos. However, Glynn offers a more well-rounded argument to support that video games are beneficial and are not the true cause of aggression in children.
Columbine High School events that happened in 1999 was two of the high school teens who were a lot of time exposed to violent video games. Due to this incident 12 students and one teacher were killed (Vastag 1822). As this incident suggests that which is also observed, with regard to the sale of video games with a loud voice, one side is also supported it or opposed, there is not explain to virtual violence does the impact for children. (Vastag 1822)“Little kids do imitate video games, but the question is whether it leads to real world violence,” (Vastag 1822) said Juliet Van Eenwyk, PhD, who studies the issue for the Washington State Department of Public Health, Seattle. 2001 literature review by Dr Van Eenwyk and colleagues Lillian Bensley
The paper discusses how violent video games affect a person's behavior and if they manifest violence and show aggression in the real world after playing such video games. I learned that not all people who are exposed to video game or media violence turn violent. I think it depends on the person if he wants to get influenced from the game, to mimic what the game shows. This is just like the next source, discussing about what kind of behavioural problems violent gaming brings about.
Lately, it seems that there has been an abundance of horrible mass shootings and brutal violence in our world. In today’s seemingly dangerous world, parents are yearning to protect their children from getting involved in these savage crimes. Now, a great deal of people, especially parents, accuse violent video games as the cause of this growing epidemic. The controversy of video game induced violence has a long history, but it didn’t appear in the spotlight until the disturbing Columbine shooting in 1999, when the gunmen were said to have been addicted to violent video games. Since 1999, there have been more mass shootings and vicious crimes that have been accursed on video games. While siding with the belief that video games create violence
In my most recent essay I wrote of the violence attributed to video games in light of various shootings and other tragedies that occurred in the past year or so. In this essay I argued that despite their violent content, video games are not completely to blame for acts of violence committed by children. Throughout this essay I tried to convince the reader by, first, establishing my own credibility with video games, then sharing my own experiences with violent games, and providing both empirical data and valuable insight from trusted sources.
The video games of today take many forms, ranging from immersive fantasy worlds, to simple point and click programs with little, to no plot. Some games aim only to demonstrate an educational concept in a fun and interactive way, while others allow the player to step out of reality and enjoy a world of their own making. It is this wide variety of game types that makes it impossible to judge "video games" as a whole. For this purpose of this essay, I will acknowledge video games as belonging to one of two camps - violent, nonviolent, or educational.
Video game effects are relatively new in modern society. Even though these games are often entertaining, the content of the game has been increasingly more and more violent as technology becomes more prevalent. The popularity of violent video games has caused an increase in controversy. Parents and experts feel that some games are just too violent and they demand the government to regulate the sales of these games. However, violent video games do not cause an increase in aggression, in adolescents. The forceful plan by the government is caused by an exaggeration of the effects of violent video games and this plan are indeed pointless.
Since video games have been introduced, video games have been accused of contributing too many atrocities, and acts of violence. News outlets paint video games as being a source of which some acts of violence happen. Yes, violent video games have become more popular, meanwhile becoming controversial, but still there exist no links between aggression and video games. The University of Bologna says that “owning videogames does not in fact seem to have negative effects on aggressive human behavior” (Koffler par.7). Meanwhile, news outlets keep on missing the point on how beneficial video games are. Video games do not contribute to violence, can be educational, and they can improve us in different ways.
Unless you've been living under a rock you've probably heard of all the terrible acts of violence in today's world. You may have also have heard many news outlets and other media sites talk about how violence in games is influencing people to perform these acts. Yes, violent games are blamed for many of these acts, but there is a lack of evidence to support these claims along with proof of the opposite effect. There have been many studies that have tried to prove otherwise, but in the end most of them show little proof of an actual effect.
The popularity of violent video games is rapidly increasing, but abundant evidence suggests that, “playing violent video games [diminish] the player's perception of their own humanity” (Greitemeyer 499). Violence in video games has become increasingly popular throughout the years, as gun related murders have also increased in the United States, according to the data table in “Do Games like ‘Grand Theft Auto V’ Cause Real-World Violence?”. Some might say violent video games are a positive part of people’s lives because they keep criminals off the streets, but that is not the case. People should not be playing violent video games because it causes people to act out in aggressive ways and further, violent video games are directly linked to criminal
Did you know that seventy-one percent of American teens play video games? Violent video games have a negative effect because they teach children and teens that violence is the way to solve real life problems. The following paragraphs will go into details on how they are bad, how they are good, their bad effects and their good effects.
This essay will discussed by two reasons for violent video game should be banned and two reasons against that violent video games are benefit for society. Firstly, violent video game have positive points which may help children develop problem---solving skills. Besides, video game are very useful contribution to society--- especially the violent ones. However, violent video game also have the negative part. One of the original purposes reason about why it should be banned is violence may change the violent video game player’s brain function.