Tuesday, February 18, 2020

Video Game Violence

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"In the game Carmageddon, players run down pedestrians, including elderly women with walkers. If a player completes all levels of this game, he or she will have killed a maximum of ,000 people" (Mediascope Press ). Violence in video games has been a topic of debate in recent years, with concerns on whether violence in video games has an aggressive effect on children. Violence in video games makes children more aggressive and hostile; in addition, "video game violence makes children desensitized to violence, which can lead to violence at school and home" (Barnes 1). Video games that incorporate violence shouldn't be played by young children. Young children don't fully understand the difference between fantasy and reality. On the other hand, older kids know the difference between fantasy and reality, and right and wrong. Therefore older children should be allowed to play video games that contain violence.


Some people say that kids are attracted to video games not so much by the violence, but because the games present puzzles or problems to solve (Sherry 1). If this is true, then why in a 18 survey "80% of the video games preferred by young people contain violent or aggressive content; of these, 1% depict violence against women" (Mediascope Press 1). Also "in a survey of 00 fourth graders disclosed similar results 50% of the respondents chose games with fantasy or human violence as their favorites" (Mediascope Press 1). Finally,


"Two studies at the Psychology Department at the University of Missouri-Columbia concluded that men have a more hostile view of the world than women. The results from both studies are consistent with the General Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both short term and the long term"(Anderson 1).


Other people argue that virtually every new video and computer game released today carries a rating that is both informative and easy to understand, and it seems clear that many parents are using the ratings to guide their purchases or rentals (Lieberman 1). These people also believe that by establishing a rating system with "M" for mature; will prohibit children from buying these games (Ryan 1). This is simply not true,


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"In a test using subjects aged 1 to 15, with parental consent, video games rated "M" for mature were purchased in 7 different cities. These subjects were instructed to give their appropriate age if asked by retailers. None of the subjects were prevented from purchasing "M" rated games because of their age" (Ryan ).


"The FTC studied the marketing strategies of 118 video games rated "Mature" found that 60 of them…targeted children under 17"(FTC report qtd. in Ryan 4). "In a "sting" performed by the Attorney General's staff their study found that 85% of the children, aged 1 to 16, that were sent out to purchase "Mature" rated video games were able to do so" (FTC report qtd. in Ryan 4).


This study shows that children are being able to purchase these video games without the consent of the parent, which also shows that parents aren't being responsible for what video games their children are playing.


John Sherry, a professor at Purdue University claims that of the 7 studies he found, outcomes were mixed. In some instances there was no effect on aggressiveness,


while other studies showed moderate effects. There was a trend for the more violent games to have bigger effects, but none of the effects would be called dramatic (Sherry 1-). A test conducted by Wired Magazine revealed that "the cognitive aggression test did reveal a higher measured aggression from those who played the violent game than from


those who played the non-violent game. The same test reveals higher aggression in male subjects" (Wired qtd. in Brown 4). This test shows that video game violence does have an aggressive effect on people, and that males tend to show higher aggression when playing violent video games than females do. "The cognitive aggression test measures the speed at which participants could read aloud words on a computer screen. According to the test, cognitive aggression was higher if the participant read aggressive word (such as "murder") more quickly than non-aggressive words (such as "consider")" (Wired qtd. in Brown 4). In another study by the Contemporary Pediatrics, "the majority of the studies show that children do become more aggressive after either playing or watching a violent video game" (Canadian Journal of Psychiatry qtd. in Mothering 1).


"Parents who buy video games for their children say they know what the ratings are, and if any violence is in the video games that their children play" (Anderson 1). Statistics from the National Institute on Media and the Family's revealed that,


"Teens who play violent video games do worse in school than those who do not. Only 15% of teens think their parents know about video game ratings. % of


teens say their parents routinely check ratings. 1% of teens report that their parents have ever prevented them from buying games due to their ratings. Also, youth who prefer violent video games are more likely to get into arguments with their teachers and are more likely to get into physical fights, regardless of gender" (National Institute on Media and the Family qtd. in Ryan ).


John Sherry, a professor at Purdue University believes that video games represent fantasy, while television more closely imitates real life (Sherry ). On the other hand, "video games are active, while television is passive. Video games require attention, while television does not" (Sherry ). Also, "it is no longer the video game character killing his or her enemies it is now you killing your enemies; it is the player who is choosing to commit violence; the addictive nature of these games often leads to the player inundating themselves with violent images, thereby teaching aggressive solutions to conflict situations" (Ryan ).


Violence in video games has become an increasing concern in our country. People are naive in thinking that video games that depict violence don't have an affect on children, by making them more aggressive and hostile, or by leading them to delinquency


and failure in the future. Violence in video games makes children more aggressive and hostile; in addition video game violence desensitizes kids to violence, which can lead to violence at school and home. Video games that incorporate violence shouldn't be played by young children. Young children don't fully understand the difference between fantasy and reality. On the other hand, older kids know the difference between fantasy and


reality, and right and wrong. Therefore older children should be allowed to play video games that contain violence. In conclusion if more restrictions aren't put on video and computer games, then the children of the future are going to grow up with heightened aggression and delinquency thus will lead to more school shootings, rapes, and murders than ever before.


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