Do violent video games cause aggressive behavior among adolescents?
With the amount of violent video games saturating the market it is difficult for parental figures to monitor their children’s consumption. Many children these days play violent video games constantly. We have access to video games on our home consoles, computers, televisions, smartphones, and tablets. Today it is easier than ever for a child to download a violent game over the internet and have access to it anywhere. Many families seem to be uninformed about the affects video game violence may have on their children.
Some of the first easily accessible video games came out in the 1970’s, with the development of the arcade cabinet. But, we have come a long way from retro arcade games like Pong. One of the first controversial arcade cabinets was Chiller, which released in 1986. This game was known for its violent and gruesome themes, since you shot at victims in a torture chamber. After many years of many grotesque video games the Entertainment Software Rating Board (ESRB) stepped in and began assigning age restrictions to video games. One of the main games that caused the development of the ESRB was Mortal Kombat, which was known for its realistic bloody graphics when it came out in 1992.
Today many of the top selling franchises are still underlyingly violent. “Although only 5% of games released in 2010 were given the "M" rating, those same "M" games accounted for 26% of video games sales” (Bond, Cohen,
Thousands of teens in the United States play violent video games everyday, for hours on end. Teens and children playing violent games are now accepted as a part of life. They sit in front of a screen and watch blood and gore, with no emotions and without cringing. The games become increasingly more violent, as the age that children begin to play these games drops, from twelve to ten to eight. Now, we have six or seven-year-old children playing games rated M, for 17 and older. Teens should not be allowed to play violent role-playing games because it teaches them that violence is acceptable, that it is fun to be violent, as well as desensitizing them to violence.
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
Content analyses show that 89% of video games have some violent content. Half of the video games on the market have extreme violent actions toward other characters. Games, today, are allowing players to not only connect with the game physically, but also emotionally and psychologically. In essence, the player becomes the character. According to Nielson Media Research, at least 45 million households in the United States have at least one video game console (Markey & Charlotte, 2010). The average age of video game players has increased to age 34, and 60% of Americans play interactive games on a regular basis. However, researchers believe that younger children are more susceptible to the negative effects of playing violent video games compared to older teenagers and adults. Furthermore, games that include violence have raised serious concerns among
Moreover, many kids deal with violence and can’t control it. As a result of having issues with violence some people play video games to let their violence and anger out. People need to understand that “ [b]ut overall, violent crime is down in the US-indeed, as violent games have become more popular, violent crime has fallen." (Erik Kain 1) The more popular the game is studies show violent
In 2008 an eight year-old intentionally, living in slaughter louisiana,shot his grandmother in the head right after playing grand theft auto IV. In America the rate of mass shootings and obesity each year. Video Games also teach antisocial behavior. Video games are responsible for increase of violence in schools, desensitizing American youth, and prompting unhealthy behaviors.
A huge controversy in today’s society is violent video games and their behavioral effect on the children and adults who play them. Violent video games have been blamed for bullying, school shootings, and even violence towards women. Many have fought that violent video games desensitize players to real-life violence, and that they are teaching the youth that violence is an acceptable conflict-solving strategy. Other sources have stated otherwise. The 2004 Secret Service has stated that only one-eighth of attackers have exhibited interests in video games. Violent Video games do not cause violent behavior or behavior problems because it has not been proven that there is a link between violent video games and behavioral issues, playing video games provide a safe outlet for aggressive and angry feelings and reduces violence in young children, and violent juvenile crime has actually gone down since the violent video game popularity has increased.
Are violent video games directly correlated to teen violence? This is the burning question many researchers are dedicated to answering. The common form of the question is “Is the increase in violence in games creating killer kids?” The simple answer is no. Instead the opposite has occurred, as games became more violent, the players became calmer. The games create a “safe” outlet for any anger or angst that young people possess. Crime rates in the teen population have lowered and violent teens admit to having little to no interest in violent video games. The games that most people fear are destroying the youth may actually be one of the things helping them grow and become “normal” members in society.
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.
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.
Death Race opened the door for many more controversies surrounding video games, in later decades more violent video games would be released such as Mortal Kombat which urged Congress to hold hearings on regulating video games. “Attorney General Dan Lungren testified that violent video games have a desensitizing impact on young, impressionable minds.” (Violent Video Games - ProCon.org). As a result, the video game industry created the Entertainment Software Rating Board (ESRB). This new rating system would notify consumers of anything that could be labeled as violent or mature on the label of the game when going to buy it.
Over the years, the popularity of computer and video games has grown. Specifically violent video games make up more than 50 % of the top selling games. These games include violent themes that involve guns, crime, blood, and gore. There is an ongoing belief that these types of games are to blame for the many acts of violence in society and have encouraged America’s youth to act out in aggression. Several organizations, such as the PTC (Parents Television Council) have moved to discourage the development of violent games while also pushing for stronger regulations when purchasing such games. There is also debate among parents and concerns on how games can negatively influence their children. So is there a direct link between video games and violence? The truth is video games do not encourage violence in society based on several factors which include scientific studies, statistics on crime, and prevention measures adopted by game publishers.
Aimee Tompkins (2003) claims that children are being affected by everything what they see around them in the youth, and people, who see violence in the youth, always tend to be more hostile and less responsive to images of violence. That 's why parents try to border children from any possible negative influences. But they often do not even realize that by buying to child a game console, they put them into the risk. Since most video games contain violent character. According to statistics given by the ‘Children now’ organization (2001), 89% of the top-selling video games have violent character and serious violence is contained in half of them.
Are violent games danger to the consumer/player? The violent video game is causing the consumer/player to mental problems by doing bad things and think that is alright. Violent video games are harmful because it allows the consumer/player to actively do crime without being punished. We should increase the age of the consumer/player so they won’t be able to purchase these violent games and some of the consumer/player isn’t mentally stable and if they get shooting fighting games would mess with their mental state even more.
Most of us have certainly pondered on the thought if video games truly create violent citizens, I personally believe that video games do not what so ever. One must distinguish this topic accurately and consider learning to differentiate and not have a biased or radical opinion. There have been many attempts from a number of different people who have tried to give a bad name to video games due to the simulations and realness and say that video games will create a negative environment for anyone who plays them, especially in children. Enthusiasts of video games have spent decades asserting that there is no underlying link between playing violent titles and engaging in the violent real-world behavior. Brand-new data confirms their contentions.
In my opinion I strongly agree that violent video games do not create violence in adolescents. If anything violent video games scare kids and make them not want to hurt anybody or be violent themselves in real life. In today's society juvenile violent crime is at a 30 year low and if anything it seems like today's adolescents are getting softer than they were 30 years ago. I believe that today's adults that oppose violent video games are over reacting just because this technology is new and they never had it as kids.