Shamar McCollough Mrs. Wurst English 4 period 2 Nov 18 2016 Violent Video Games Causes Treacherous Behavior in Kids Kids these days are now to seem to be taking video games into the matter of their own hands. They are wanting to be like some of the violent characters in those video games. Like shoot a gun or rob someone or something. They just want to have the story of how you grow up as a wanted criminal, which is not tolerated by our country today. These video games are teaching our kids bad habits and that’s not good. “As many as 97% of US kids age 12-17 play video games, contributing to the $21.53 billion domestic video game industry. More than half of the 50 top-selling video games contain violence”. (Do Violent Video …show more content…
Police had found a Garmin GPS unit in Lanza 's house, and its records showed that the gunman had driven to the exact same spot 10 times in April, May and June 2012, arriving around 12 each time and staying forever. The GPS had took Murr to the vast parking lot of a shopping center, about 8 miles west of Lanza 's home. Workers at a movie theater there immediately recognized Lanza from a photograph. He was at the theater constantly, they told Murr, but never to see movies. He came just to play an arcade game, the same one, over , over and over again, sometimes for eight to 10 hours a night. Witness said he would whip himself into a frenzy, and on occasion the theater manager had to unplug the game to get him to leave. Police had been searching Lanza 's home since the shootings, and on his computer hard drive they found information on weapons magazine, images of Columbine killers Eric Harris and Dylan Klebold, copies of the violent movies Bloody Wednesday and Rampage, and a list of ingredients for TNT. And like many teenaged boys, Lanza owned the typical first-person shooter, fighting and action games: Call of Duty, Dead or Alive, Grand Theft Auto”(Toppo). This happened because of him being introduced to violent video games and violent entertainment. We as americans need to take action towards these games and see how much they affect our
A month after the shooting, the FBI interviewed another witness. She told the FBI that Lanza told her, “he wanted to kill himself and that it would be on the news… Lanza never threatened to harm anyone and never wrote that he had guns or weapons in his home. His postings revealed he had extensive knowledge of the guns and ammunition that had been used in historical mass murders.” His paranoia seemed to be another reason of this shooting.
“Among the documents - on his computer - is one that describes "The Big Book of Granny," which Lanza reportedly created with another boy but never turned in. Later on, Adam began to obsessively research major school shootings around the world. This was around the time when he slowly began to shut himself out from everyone and
The article “Do Video Games Kill” written by Karen Sternheimer responds to one of the most sought-after question; are video games the cause for “young killers”? (220) Sternheimer believes the influence of video games on today’s youth maybe spiraling out of control. She focuses most of the blame on the media, politicians and the Juvenile Justice System. Sternheimer suggests that there are other factors to blame for violent behavior: poverty, the neighborhood, unemployment, family violence, divorced parents and mental illness (218). While juvenile crimes have declined, and personal backgrounds effect actions, it cannot be proven that video game violence has no to little effect on America’s youth.
In addition, media also repetitively displays crimes to produce sensationalism and attract more audiences. In other words, fear is effective used as an instrument to manipulate the public and to achieve personal gains. However, the side effect is a violent, unstable society. Michael Moore’s Bowling for Columbine begins as an investigation of gun abuses but then expands to explore the causes of customary violence in the United States. Under his camera, Moore reveals a society destabilized and paranoid by a culture of fear and distrust, providing an insightful and unprecedented explanation of the United States’ violence and shooting
Lanza would do extensive research on mass murderers. “Lanza’s research on his computer about mass murderer’s began in 2011 and accelerated from there. In July 2012 he wrote to a cyber
Media Violence Causes Violent Behaviour Two boys, Eric and Dylan, wreaked carnage on the Columbine High School in the US state Colorado on 20 April 1999. The boys shot twelve fellow students and one teacher. Eric and Dylan commit suicide. “Before the carnage, the boys played a videogame called ‘Doom’. The boys behaved like their game heroes” (Mediapsychologie, 2011, p. 140).
Violent Video Games The culprit? While video games certainly have a decorated history of violence, they have been unfairly attributed for real life violence for way to long. Games with violent undertones have been in existence for nearly forty years. Attempts are continually made to focus on the violent effects that these video games supposedly have on players of all ages.
There are games that literally replicate and give people the ability to score points for doing the very same thing that these students are doing inside schools, where you get extra points for finishing someone off who’s lying there begins for their life.” ( 6) There are several ideas that say young people benefit from these violent video games “Surprisingly, playing video games can help our physical, mental, and emotional health.” It helps them to improve hand eye coordination and thinking ability. These benefits are not worth the risk of being influenced by violent video games. (7) All in all the research and officials say that violent video games affect how children, teenagers and young adults act.
Children around the world play adult content video game And many parents say it is bad for their children; however video games can actually help their children learn. Approximately 90% of children in the United States play video games, and more than 90% of those games involve mature content that often includes violence (Park, 2014). There are those that believe video games are detrimental to society, however playing video games including those with mature content can actually be beneficial to both individuals and society by increasing knowledge expanding the ability to react positively at real life situations and improving cognitive thinking skills. Children that play video games not only have the potential to increase their ability to learn right from wrong, and to improve their cognitive thinking skills the game can also increase a child’s knowledge.
Research shows that at least 83% of children in the US aged between 8-12 years are involved in video gaming once a month. This elevated number of video gaming has had its fair share of effects on its consumers. For instance, video games have positively influenced children to work together in completing various tasks, and often improve a child’s thinking capacity, especially through solving puzzles (Anderson et al, 2007). However, the contentious issue has been the effects of violent games on children, which are often negative to their well-being. In short, violent video games increase the aggressiveness of a child, and may eventually cause mental ill health.
Some researches admit that violent games may cause adolescents to become tremendous. Studies showed that video games increase psychological awakening, it could also increase aggressive behavior, emotions and thoughts and finally let teenagers lose the sense of helping others. All these effects will be carried by aggressive young people. It’s true that video games are violent, but aggressive adolescents are more likely to be more attracted to it. Some games reward players for doing violent actions, so this will affect them negatively, letting them think that violence is normal.
Violent video games are some of the most played highly rated and played games in the gaming industry. Violent video games are also some of the most controversial types of video games, many people blame these types of video games for aggressive behavior. There have been many studies about how violent video games affect people's mood and behavior, and many people from the president to many scientists who think that the games will make a young mind become much more aggressive than their mind was originally. However there have also been many studies that have gone to prove this theory wrong, which ever one might be right or wrong there are many benefits that these people should not deny. The effects of many of these game are mostly positive in there benefits to the young and old
By using these games, we can perform a “real world” to children and teach them how to deal with issues which happened in the real world. But violent video games have double-edged-sword effect. It can hurt enemies, also can hurt yourself. If you don’t control it well, you will hurt yourself. For decreasing this chance, you just don’t use it.
The Supreme Court recently overturned a ban on violent video games. The court said that video games, even offensive ones, were protected by the First Amendment, and that there wasn 't clear evidence that playing such games really harmed people. Playing violent video games probably will not turn children into psychopathic killers, but it definitely lowers their compassionate feelings and their sympathy for others.