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Daily Show Video Game Violence Essay

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Violence In Video Games Essay Research Paper

Violence In Video Games Essay Research Paper

Violence In Video Games Essay, Research Paper

Violence in Video Games

Do video games containing violence spark people of today to commit violent acts? Violence in video games are blamed for some of todays violent crimes. Some people believe that these crimes are committed due to playing a video game. Others believe that video games are a easy excuse for the violent acts, and keep America from looking deeper into the minds of people committing these acts. Video games are also thought to be a good way to take out some hostility.

In Bernard Cesarone’s piece, “Violence in Video Games,” it is shown that Nintendo itself sold over 10.4 million systems and 69 million video games. Cesarone also stated more than 33 million people own a Nintendo system presently. Ceserone mentioned that in the year 2000 the video game industry will make 6 billion dollars. Each household in the U.S. owns a video game playing device on average, and for those who do not own a game playing device, many are able to be played by the public in stores and arcades, states Cesarone.

It is also know that video games do contain violence. Mike Snider’s piece, “Violent Video Games With in Kids Reach,” shows researchers to find that 70% of 150 games studied did contain high levels of violence. Violence is put into games in different forms; punching, biting, kicking, and shooting with various weapons. Although it may not be the main objective to do these violent acts in all games it is awarded in many with points. Even sport games, which were fairly free of violence in early video game days, have found a way to make violence part of the games. Gary Baum’s piece “Virtual Morality” emphasizes that 27% of games show violence upon females. Death and killing are all parts of video games today. When video games first hit the market in the early 80’s games like Pac-Man and Pong had no violent content. The lack of violence in earlier games may not have been a choice of the game-makers, but was largely due to the lack of technology. Graphics of today are very realistic and can show many different things, and violence in many forms.

Video games are played by all kinds of people. “Are Video Games really so Bad” by Joshua Quittner, shows Males age 11-16 are the most popular consumer of video games, which may be a reason that violent video games are the most popular. Quittner also states males over the age of 20 are the fastest growing market and are becoming more an more targeted. Mike Snider states 37% of females do not play video games at all. Quittner found 32% of children favor video games with fantasy related violence and 29% prefer human violence. These numbers are at a steady incline since 1991. The most shocking fact to Quittner may was that only 2% of todays youth play games with educational content. Studies in Cesarone’s piece show exposure to video game violence increases aggressive personality.

With all the commotion about violence in video games causing violent acts, game makers are now required by law to have there games graded. The Entertainment Software Rating Board is one form of grading which uses grades such as; Early childhood, for ages 3 and up, contain no violence. Kids to Adult, ages 6 an up, mild violence. Teens, 13 an up, more realistic violence than kid games. Mature ages 17 and up, blood, sexual content, and drugs. Adults only, ages 18 and up, strong sex an violence. Internet Rating Association rates computer games as follows: Violence; Level 1, Creatures injured or killed; damage to objects; fighting. Level 2, Humans injured or killed; with small amounts of blood. Level 3, Humans injured or killed; blood and gore. Level 4, Wanton and Gratuitous violence; torture; rape. Nudity and sex; Level 1, Revealing attire/ Passionate kissing. Level 2, Partial nudity / Clothed sexual touching. Level 3, Non-sexual frontal nudity/ Non-explicit sexual activity. Level 4, Provocative frontal nudity / Explicit sexual activity; sex. Language; Level 1, Mild expletives. Level 2, Expletives; non-sexual anatomical references. Level 3, Strong, vulgar language; obscene gestures. Level 4, Crude or explicit sexual references. Games containing violence have raised from 52% in 1988 to 92% in 2000, shown in Sue Macdonalds piece “Major Retailers Restrict Violent Video Games.”

A study displayed in Quittner’s article shows video games had more positive effects on children than observing t.v. programs. There are many studies done on video games each year by game makers, game lovers, and game haters. Some show harmful affects and some show no harmful affects at all. Games are blamed for murders, such as Columbine, yet games are also praised for being a healthy way to take out some hostile feelings. There is belief games strengthen ones mind and attention-spanned. On the contrary games are blamed for keeping children from doing school work. There are many arguments for both sides. After looking at all the research and reading pieces disapproving of violence in video games, I am still reluctant to believe that just a game can cause an act of violence. I do believe there may be some connection between violence in video games. Even though there are gradings for the games people under the age of playing a certain game may have access to it anyway. Games are blamed for violent acts as was rock-n-roll in early days. If people do the things they see in mass-media for the simple fact they witnessed them, those people need help whether it were video games or any other form of mass media which sparked a violent act. For that reason video games can not be made a sole violence creator. Perhaps they do give a child a wide imagination, which also can be a good thing or bad. I believe these games may give people ideas of a violent nature as do t.v. and other sources of mass-media, but in the end I believe it is more than the game which makes them actually do these violent asinine acts.

Violence in Video Games

Do video games containing violence spark people of today to commit violent acts? Violence in video games are blamed for some of todays violent crimes. Some people believe that these crimes are committed due to playing a video game. Others believe that video games are a easy excuse for the violent acts, and keep America from looking deeper into the minds of people committing these acts. Video games are also thought to be a good way to take out some hostility.

In Bernard Cesarone’s piece, “Violence in Video Games,” it is shown that Nintendo itself sold over 10.4 million systems and 69 million video games. Cesarone also stated more than 33 million people own a Nintendo system presently. Ceserone mentioned that in the year 2000 the video game industry will make 6 billion dollars. Each household in the U.S. owns a video game playing device on average, and for those who do not own a game playing device, many are able to be played by the public in stores and arcades, states Cesarone.

It is also know that video games do contain violence. Mike Snider’s piece, “Violent Video Games With in Kids Reach,” shows researchers to find that 70% of 150 games studied did contain high levels of violence. Violence is put into games in different forms; punching, biting, kicking, and shooting with various weapons. Although it may not be the main objective to do these violent acts in all games it is awarded in many with points. Even sport games, which were fairly free of violence in early video game days, have found a way to make violence part of the games. Gary Baum’s piece “Virtual Morality” emphasizes that 27% of games show violence upon females. Death and killing are all parts of video games today. When video games first hit the market in the early 80’s games like Pac-Man and Pong had no violent content. The lack of violence in earlier games may not have been a choice of the game-makers, but was largely due to the lack of technology. Graphics of today are very realistic and can show many different things, and violence in many forms.

Video games are played by all kinds of people. “Are Video Games really so Bad” by Joshua Quittner, shows Males age 11-16 are the most popular consumer of video games, which may be a reason that violent video games are the most popular. Quittner also states males over the age of 20 are the fastest growing market and are becoming more an more targeted. Mike Snider states 37% of females do not play video games at all. Quittner found 32% of children favor video games with fantasy related violence and 29% prefer human violence. These numbers are at a steady incline since 1991. The most shocking fact to Quittner may was that only 2% of todays youth play games with educational content. Studies in Cesarone’s piece show exposure to video game violence increases aggressive personality.

With all the commotion about violence in video games causing violent acts, game makers are now required by law to have there games graded. The Entertainment Software Rating Board is one form of grading which uses grades such as; Early childhood, for ages 3 and up, contain no violence. Kids to Adult, ages 6 an up, mild violence. Teens, 13 an up, more realistic violence than kid games. Mature ages 17 and up, blood, sexual content, and drugs. Adults only, ages 18 and up, strong sex an violence. Internet Rating Association rates computer games as follows: Violence; Level 1, Creatures injured or killed; damage to objects; fighting. Level 2, Humans injured or killed; with small amounts of blood. Level 3, Humans injured or killed; blood and gore. Level 4, Wanton and Gratuitous violence; torture; rape. Nudity and sex; Level 1, Revealing attire/ Passionate kissing. Level 2, Partial nudity / Clothed sexual touching. Level 3, Non-sexual frontal nudity/ Non-explicit sexual activity. Level 4, Provocative frontal nudity / Explicit sexual activity; sex. Language; Level 1, Mild expletives. Level 2, Expletives; non-sexual anatomical references. Level 3, Strong, vulgar language; obscene gestures. Level 4, Crude or explicit sexual references. Games containing violence have raised from 52% in 1988 to 92% in 2000, shown in Sue Macdonalds piece “Major Retailers Restrict Violent Video Games.”

A study displayed in Quittner’s article shows video games had more positive effects on children than observing t.v. programs. There are many studies done on video games each year by game makers, game lovers, and game haters. Some show harmful affects and some show no harmful affects at all. Games are blamed for murders, such as Columbine, yet games are also praised for being a healthy way to take out some hostile feelings. There is belief games strengthen ones mind and attention-spanned. On the contrary games are blamed for keeping children from doing school work. There are many arguments for both sides. After looking at all the research and reading pieces disapproving of violence in video games, I am still reluctant to believe that just a game can cause an act of violence. I do believe there may be some connection between violence in video games. Even though there are gradings for the games people under the age of playing a certain game may have access to it anyway. Games are blamed for violent acts as was rock-n-roll in early days. If people do the things they see in mass-media for the simple fact they witnessed them, those people need help whether it were video games or any other form of mass media which sparked a violent act. For that reason video games can not be made a sole violence creator. Perhaps they do give a child a wide imagination, which also can be a good thing or bad. I believe these games may give people ideas of a violent nature as do t.v. and other sources of mass-media, but in the end I believe it is more than the game which makes them actually do these violent asinine acts.

Violence in Video Games

Do video games containing violence spark people of today to commit violent acts? Violence in video games are blamed for some of todays violent crimes. Some people believe that these crimes are committed due to playing a video game. Others believe that video games are a easy excuse for the violent acts, and keep America from looking deeper into the minds of people committing these acts. Video games are also thought to be a good way to take out some hostility.

In Bernard Cesarone’s piece, “Violence in Video Games,” it is shown that Nintendo itself sold over 10.4 million systems and 69 million video games. Cesarone also stated more than 33 million people own a Nintendo system presently. Ceserone mentioned that in the year 2000 the video game industry will make 6 billion dollars. Each household in the U.S. owns a video game playing device on average, and for those who do not own a game playing device, many are able to be played by the public in stores and arcades, states Cesarone.

It is also know that video games do contain violence. Mike Snider’s piece, “Violent Video Games With in Kids Reach,” shows researchers to find that 70% of 150 games studied did contain high levels of violence. Violence is put into games in different forms; punching, biting, kicking, and shooting with various weapons. Although it may not be the main objective to do these violent acts in all games it is awarded in many with points. Even sport games, which were fairly free of violence in early video game days, have found a way to make violence part of the games. Gary Baum’s piece “Virtual Morality” emphasizes that 27% of games show violence upon females. Death and killing are all parts of video games today. When video games first hit the market in the early 80’s games like Pac-Man and Pong had no violent content. The lack of violence in earlier games may not have been a choice of the game-makers, but was largely due to the lack of technology. Graphics of today are very realistic and can show many different things, and violence in many forms.

Video games are played by all kinds of people. “Are Video Games really so Bad” by Joshua Quittner, shows Males age 11-16 are the most popular consumer of video games, which may be a reason that violent video games are the most popular. Quittner also states males over the age of 20 are the fastest growing market and are becoming more an more targeted. Mike Snider states 37% of females do not play video games at all. Quittner found 32% of children favor video games with fantasy related violence and 29% prefer human violence. These numbers are at a steady incline since 1991. The most shocking fact to Quittner may was that only 2% of todays youth play games with educational content. Studies in Cesarone’s piece show exposure to video game violence increases aggressive personality.

With all the commotion about violence in video games causing violent acts, game makers are now required by law to have there games graded. The Entertainment Software Rating Board is one form of grading which uses grades such as; Early childhood, for ages 3 and up, contain no violence. Kids to Adult, ages 6 an up, mild violence. Teens, 13 an up, more realistic violence than kid games. Mature ages 17 and up, blood, sexual content, and drugs. Adults only, ages 18 and up, strong sex an violence. Internet Rating Association rates computer games as follows: Violence; Level 1, Creatures injured or killed; damage to objects; fighting. Level 2, Humans injured or killed; with small amounts of blood. Level 3, Humans injured or killed; blood and gore. Level 4, Wanton and Gratuitous violence; torture; rape. Nudity and sex; Level 1, Revealing attire/ Passionate kissing. Level 2, Partial nudity / Clothed sexual touching. Level 3, Non-sexual frontal nudity/ Non-explicit sexual activity. Level 4, Provocative frontal nudity / Explicit sexual activity; sex. Language; Level 1, Mild expletives. Level 2, Expletives; non-sexual anatomical references. Level 3, Strong, vulgar language; obscene gestures. Level 4, Crude or explicit sexual references. Games containing violence have raised from 52% in 1988 to 92% in 2000, shown in Sue Macdonalds piece “Major Retailers Restrict Violent Video Games.”

A study displayed in Quittner’s article shows video games had more positive effects on children than observing t.v. programs. There are many studies done on video games each year by game makers, game lovers, and game haters. Some show harmful affects and some show no harmful affects at all. Games are blamed for murders, such as Columbine, yet games are also praised for being a healthy way to take out some hostile feelings. There is belief games strengthen ones mind and attention-spanned. On the contrary games are blamed for keeping children from doing school work. There are many arguments for both sides. After looking at all the research and reading pieces disapproving of violence in video games, I am still reluctant to believe that just a game can cause an act of violence. I do believe there may be some connection between violence in video games. Even though there are gradings for the games people under the age of playing a certain game may have access to it anyway. Games are blamed for violent acts as was rock-n-roll in early days. If people do the things they see in mass-media for the simple fact they witnessed them, those people need help whether it were video games or any other form of mass media which sparked a violent act. For that reason video games can not be made a sole violence creator. Perhaps they do give a child a wide imagination, which also can be a good thing or bad. I believe these games may give people ideas of a violent nature as do t.v. and other sources of mass-media, but in the end I believe it is more than the game which makes them actually do these violent asinine acts.

Violence in Video Games

Do video games containing violence spark people of today to commit violent acts? Violence in video games are blamed for some of todays violent crimes. Some people believe that these crimes are committed due to playing a video game. Others believe that video games are a easy excuse for the violent acts, and keep America from looking deeper into the minds of people committing these acts. Video games are also thought to be a good way to take out some hostility.

In Bernard Cesarone’s piece, “Violence in Video Games,” it is shown that Nintendo itself sold over 10.4 million systems and 69 million video games. Cesarone also stated more than 33 million people own a Nintendo system presently. Ceserone mentioned that in the year 2000 the video game industry will make 6 billion dollars. Each household in the U.S. owns a video game playing device on average, and for those who do not own a game playing device, many are able to be played by the public in stores and arcades, states Cesarone.

It is also know that video games do contain violence. Mike Snider’s piece, “Violent Video Games With in Kids Reach,” shows researchers to find that 70% of 150 games studied did contain high levels of violence. Violence is put into games in different forms; punching, biting, kicking, and shooting with various weapons. Although it may not be the main objective to do these violent acts in all games it is awarded in many with points. Even sport games, which were fairly free of violence in early video game days, have found a way to make violence part of the games. Gary Baum’s piece “Virtual Morality” emphasizes that 27% of games show violence upon females. Death and killing are all parts of video games today. When video games first hit the market in the early 80’s games like Pac-Man and Pong had no violent content. The lack of violence in earlier games may not have been a choice of the game-makers, but was largely due to the lack of technology. Graphics of today are very realistic and can show many different things, and violence in many forms.

Video games are played by all kinds of people. “Are Video Games really so Bad” by Joshua Quittner, shows Males age 11-16 are the most popular consumer of video games, which may be a reason that violent video games are the most popular. Quittner also states males over the age of 20 are the fastest growing market and are becoming more an more targeted. Mike Snider states 37% of females do not play video games at all. Quittner found 32% of children favor video games with fantasy related violence and 29% prefer human violence. These numbers are at a steady incline since 1991. The most shocking fact to Quittner may was that only 2% of todays youth play games with educational content. Studies in Cesarone’s piece show exposure to video game violence increases aggressive personality.

With all the commotion about violence in video games causing violent acts, game makers are now required by law to have there games graded. The Entertainment Software Rating Board is one form of grading which uses grades such as; Early childhood, for ages 3 and up, contain no violence. Kids to Adult, ages 6 an up, mild violence. Teens, 13 an up, more realistic violence than kid games. Mature ages 17 and up, blood, sexual content, and drugs. Adults only, ages 18 and up, strong sex an violence. Internet Rating Association rates computer games as follows: Violence; Level 1, Creatures injured or killed; damage to objects; fighting. Level 2, Humans injured or killed; with small amounts of blood. Level 3, Humans injured or killed; blood and gore. Level 4, Wanton and Gratuitous violence; torture; rape. Nudity and sex; Level 1, Revealing attire/ Passionate kissing. Level 2, Partial nudity / Clothed sexual touching. Level 3, Non-sexual frontal nudity/ Non-explicit sexual activity. Level 4, Provocative frontal nudity / Explicit sexual activity; sex. Language; Level 1, Mild expletives. Level 2, Expletives; non-sexual anatomical references. Level 3, Strong, vulgar language; obscene gestures. Level 4, Crude or explicit sexual references. Games containing violence have raised from 52% in 1988 to 92% in 2000, shown in Sue Macdonalds piece “Major Retailers Restrict Violent Video Games.”

A study displayed in Quittner’s article shows video games had more positive effects on children than observing t.v. programs. There are many studies done on video games each year by game makers, game lovers, and game haters. Some show harmful affects and some show no harmful affects at all. Games are blamed for murders, such as Columbine, yet games are also praised for being a healthy way to take out some hostile feelings. There is belief games strengthen ones mind and attention-spanned. On the contrary games are blamed for keeping children from doing school work. There are many arguments for both sides. After looking at all the research and reading pieces disapproving of violence in video games, I am still reluctant to believe that just a game can cause an act of violence. I do believe there may be some connection between violence in video games. Even though there are gradings for the games people under the age of playing a certain game may have access to it anyway. Games are blamed for violent acts as was rock-n-roll in early days. If people do the things they see in mass-media for the simple fact they witnessed them, those people need help whether it were video games or any other form of mass media which sparked a violent act. For that reason video games can not be made a sole violence creator. Perhaps they do give a child a wide imagination, which also can be a good thing or bad. I believe these games may give people ideas of a violent nature as do t.v. and other sources of mass-media, but in the end I believe it is more than the game which makes them actually do these violent asinine acts.

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Increase In Violence In Video Games Targeted At Children - Online Essay

Increase In Violence In Video Games Targeted At Children

There seems to be a massive increase in the last year of violent video games targeted at the younger adults. Many studies try to say that video games can cause people to go out and commit horrendous crimes, but what they fail to mention is that televisions have the same amount of violence in them if not more. Video game revenues total about ten billion dollars in 1993 in the United States alone. That is almost double what Americans spend on going to the movies. On average an American child plays ninety minutes of video games daily (Video Game Violence 1).
A study done in 1993 asked 357 seventh and eighth graders to tell their preferences in types of video games. Forty two percent.

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in a multi player situation and gave them aggression relief (Video Game Violence 1).
In another survey done by the Internet Wire in 1999, it showed that sixty eight percent of the people who took the survey thought that game violence was an acceptable form of entertainment. However, only five percent said that it would likely lead to violent tendencies and seventy three percent said that violent games had no impact on their behavior. The survey showed that gamers believed that it was more appropriate to kill fantasy monsters in the game then killing humans, but eighty five percent of them believed that the law suits the government is putting forth would not make a difference. This survey also compared violent games to other forms of entertainment, eighty percent believed that violent games were equal, if not less, in violence to television shows and featured movies. According to the survey gamers do not even pay attention to the ratings on these games, and the majority of youths.

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Media Violence essay topics, buy custom Media Violence essay paper sample cheap, service

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I have watched news and realized that every time there is a crime, the news media are very glad to report it. Very few good incidences are ever reported. Whenever there is a crime, the media always goes to the relatives and friends of the victims to seek their opinions. It has been established that in most cases, the relatives and friends of the victims would wonder why someone would commit such a crime. In addition, they blame it on TV violence. A case in point is an incident that occurred in Washington where a father shot his five children and then killed himself. Those interviewed were asking why he had to do it. It is quite intriguing to note that the night news coverage carries most of the violent scenes; a time when everyone is watching. Disturbing pictures of crime scenes dominate the broadcast during this time. News producers often say that good news does not sell. On the contrary, they say that violence and death news usually keep the viewers on their toes.

According to the American Psychological Association, the average American child watches 8000 murders being televised and 100,000 acts of violence before his/her completion of elementary school. These numbers are doubled by the time they reach eighteen. Many studies have proven that television violence increases social violence. A lot of movies often portray criminals and bad people doing things that go against the laws and morals of a good society. For instance, scenes that were captured during the actual fighting of the Mexican revolution in 1913 are usually shown on films which are being advertised as 'children special'. These scenes show men getting killed in battles and others being slaughtered by revolutionaries.

This systematically makes children to view violence as a normal activity. Violence is not only found in movies and television but also in music videos, cartoons and video games. A good example of a violent game is 'grand Theft Auto'. This game is programmed so that players can hit prostitutes with baseball bats until they die, after having sex with them. Music and their videos are also headed towards violence. For instance, the song titled 'Kim' by Eminem has got violent lyrics which promote hatred against women. The song illustrates how he murders his wife. Another song titled 'Kill you' tells of how he plans to rape and murder his mother.

Nowadays, all of these media show and portray extreme and unnecessary violence. We often see people committing murders, robberies and kidnappings in many movies. Consequently, this has had a very big impact on children. They often want to imitate what they see on the TV. As such, there have been a lot of murders which have resulted as a direct consequence of TV programs or movies. The repeated exposure to media violence has actually led to the increase in aggression and desensitization in our society.

Many parents attend to their daily chores outdoors, thus leaving their children alone at home and this has made the TV to be like a third parent to these children. History depicts that the ancient Romans were introduced to spectator sports that were lethal. Later on, Saint Augustine complained that his people had become addicted to the gladiator games. It is therefore noteworthy that violence has always been part of the entertainment industry throughout history. A study that was done by Paquette revealed there has been an alarming increase in psychological violence within the recent past.

Studies have also shown that citizens of other nations are being influenced by American programs. For instance, nearly a third of TV violence in Canada originates from the United States. It is imperative to note that media violence has become more sadistic and graphic. For instance, it is a common scene nowadays to see pictures of the dead being surrounded by blood and slow-motion bullets hitting peoples' chests. Many viewers also watch the World Wrestling Entertainment where wrestlers club each other. Children usually form a large number of the audience. Nowadays, women wrestlers are also shown tearing out each other and trying to rip off their clothing. The men wrestlers on the hand look very mean and merciless.

Most of today's media often depict that violence is a means of solving problems. For instance, in most movies, heroes and villains usually resort to violence. Studies show that most of the violence in the TV, movies and music videos are done by 'good guys'. This on the other hand depicts that violence is justifiable and inevitable. It seems like it is the only way to solve problems. Parents usually try in vain to protect their children from this menace. However, violence is nearly everywhere; on all major networks and cable stations. It even gets worse when most of the kids have the TVs and game equipment at the comfort of their bedrooms.

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Video Game Violence - College Essays

Video Game Violence

Video Game Pop Culture Misunderstanding

Our society isn't safe for our children anymore because of drugs and alcohol abuse, sex, violence, war, playing video games. Playing video games? This is the last straw; some video games are made the focus of controversy when much better things can be argued over. Well, don't get me wrong, some of these games show horrific acts of and much less to our kids. Also in 1992 "A recent survey found that 92 percent of U.S. kids--ages 2 to 17--play video games, and their parents bought 225 million of them last year to the tune of $6.4 billion." (Sider 79).What's here to argue is that violent video games do not cause violence among children, but the blame for violence should be on the individual and people who should have taught the individual better. If kids are not able to see the difference between reality and fantasy, then they really can't be blamed for committing acts they see in a game and then imitating, not fully understanding the consequences of doing it in the real world. Parents should be the overall deciders of what they want their children playing, watching, and doing. Being left with the right to raise their child in their fashion, parents should find out what the child is playing and limit or restrict them, so then parents can't blame anything on video games if their kid commits a violent act. With video games as the new part of our pop culture, many adults find it hard to understand why children would want to spend so much time playing with these "idiot boxes". With this lack of understanding comes fear, for, as humans, we fear what we do not know. So all that will come of this cycle is people will continue to play video games, something new in our pop culture will come and replace video games, and it will be radical for our pop culture and taken on as the root of all evil due to lack of understanding.

With the high rise in violent video games in the last few years, adults see certain acts of violence portrayed in some video games to be a cause of violent acts committed by kids. This is such an easy decision to make, lay blame on something that is new, something radical like violent video games. People don't even take a look back and remember "Novels, films, radio, and television have all been accused of leading young people astray and inducing violent or antisocial behavior. The fuss about video games may be just another case of curmudgeons complaining" (Walling 1436). If they saw these then they would see a pattern and might not think of pop-culture as harshly. Unfortunately many people do not, and then they blame it on everything but themselves. These arguments are fueled by certain acts of violence; one main support is the Columbine schools shooting where the two kids had been avid players of the video game DOOM (a first-person shooter where you go through levels killing monsters). People hear these arguments, but what they don't hear is that Harris and Klebold had many personal problems, such as being harassed at school, neglected by parents, and family problems. These problems could have easily given them a warped view on fantasy and reality, and are usually completely overlooked by many people. This example and many more are the fuel for such organizations as MAVAV (Mothers Against Videogame Addiction and Violence), "While video game companies continue to market violence aimed at vulnerable children and young teens. And the newest absurdity, underground video game cultures which takes gaming to another level, tainted with online "clans", singling out of people, hatred, racism, and sexism." These groups seek a more governmental control of video games. "Video games are the topic on the surface. a convenient scapegoat for people who do not want to probe deeper into the problem of where the "ambition to kill" come from." (Zarozinski). It's easy to read something in the news and take in only what they tell you, but before you go forming extreme views on this subject make sure you know some background facts on those certain cases supporting your arguments.

Violent video games are not the problem with certain cases of youth violence today, but more of the individual being the result. "All work and no play make people dull". Video games, these are play tools, used to waste time in a constructive manner. "Good games can do lots of things: fulfill a need for adventure and fantasy, help kids role-play and problem-solve. We've got to remember that games, while serious, are about play as well." (Sider 79). Play is necessary for the development of healthy creative individuals, so how can play be harming our children. These problems are all about how much the individual is in touch with reality and knows what they are seeing and doing in the fantasy game land. What some of these games do is show violence (like many other forms of media do) over and over again desensitizing the youths of feelings of remorse while doing these play-violent acts in game. Many of these games encourage play-violent acts, but as far as causing an individual to get off their couch and be violent, ha, these games cause more instances of laziness. Also, an individual is highly less likely to see violent video games in a negative way if the individual is not prone to violent acts, and/or they know the boundaries of fantasy and reality. "The effect may depend on individual characteristics, including age and mood before playing the game, as well as the characteristics and complexity of the game itself. Modern, more realistic games may have very different effects than earlier versions" (Walling 1436). These games, among other things like other forms of media, make up our pop culture, and as Thom Gillespie argues "Media in all forms can move people to consider things they had not considered before. But media cannot take over a mind and make anyone do something he's not predisposed to do."(Zarozinski). Basically stating, violent video games do not make youths violent unless they are violent to begin with.

Parental involvement in these matters is a must, for a child's biggest role model, they should be there every step of the way. When involving themselves in video game playing they must always watch what game is coming into their house and not be influenced by outside scare-tactics to close their mind towards certain games. What outside people are trying to say is that violent video games should be regulated by the government, like cigarettes and how you can only buy them when you are 18 or older. Video games, violent or not, should be restricted by parents. Companies nowadays are helping this cause by rating their games like TV shows: C (child), T (teen), E

Video Games Promote Violence

Video Games Promote Violence

The reason for writing this paper is to show video games do not cause violence in children. It is believed some video games actually help young children with hand, eye coordination and memory process. Of course not all video games are good in nature, studies show even the most violent games do not cause a child to pick up a hand gun and go around shooting sporadically. It is believed violence has been around forever it's in movies and television, it's even on the nightly news. Video games should not be considered as a contribution to violence in children. Exposure to violent video games has not been shown to be predictive of violent behavior or crime. Any link found between video games and violence is best explained by other variables such as exposure to family violence and aggressive personality.

While some children are aggressive after playing a video game, violence has been around forever it's in movies and television, it's even on the nightly news. Video games should not be considered as a contribution to violence in children.

In today's society children's choice of entertainment is video gaming, most of which are violent and involve the killing of one another. This brings up a big question as to whether or not violent video games cause violence in children. Video games are fantasy and older children should be able to tell right from wrong. Video games also have some benefits like stress relief and creative thinking. Educational value can be found in many games as well. Society should not be blaming violence in children on video games. Violence has been around forever it's in movies and television, it's even on the nightly news. Video games should not be considered as a contribution to violence in children. Playing video games are not going to encourage someone to kill; there must be an ambition to kill. Kids can't simply walk down the street find a gun and begin to shoot each other. Children don't go up to other random children and start fighting them for no reason. Video games are fantasy; any mentally stable person knows this.

Some video games can be violent, however many movies are also violent. Something as innocent as a book your child could check out from their school library may very well be violent in nature. It all starts at home where parents need to pay more attention to what their children are doing to entertain themselves. Monitor what your child views what they play. Non-aggressive children know that video games are make believe. These children are taught by their parents to know right from wrong.

Violence and video games has been a hot topic the last few years with so many school shootings in the news and other violent