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Thai1
Kelly Thai
Georgie Ziff
English 200-15
03/14/21
Violent Video Games Cause Future Violence
Today, the connection between subjection to violent video games and aggressive or fierce
behavior has won one of the best established and most researched topics globally. Over the years,
violent video games have been posing
serious societal problems due to the fact that their graphic
contents are responsible for the increase in
violence especially among the younger populations
( Boffey, 2). Due to the presence and increased use of violent video games in society, the issue
needs to be adequately addressed to reduce future violence and challenges posed by these games.
In definition, video games are interactive electronic games played online or through computers,
iPads, or smart phones and are generated from a set of computer programs, all for entertainment
(Dowsett & Jackson 26). Essentially, the purpose of video games is competition between two
players or individuals. Also, players use video games for relaxation, creativity and as a method of
preventing boredom. However, in recent years, the continued evolution and advancement of
video games has resulted in fundamental societal concerns. They have been associated with
increased violence, immoral behavior ,substance abuse and aggressiveness among the youths
(Boffey 3). Recent research reveals that over 90 percent of young adults and children between
the ages of ten and seventeen years who play violent video games have reported significant
increase in violent behaviors and rebellion (Boffey 5) In order to address the problem caused by
violent video games in the community, some of the solutions would include, the establishment of
regulatory bodies to monitor and rate the distribution and use of video games in society. Also, the
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relevant bodies should promote more outdoor
sports like basketball and soccer to prevent video
game addiction.
The government has also voiced fundamental concerns over the impact that
the games
have on the community. This is after the August 3
mass shootings at the Walmart in Texas,
where a gunman murdered about 22 individuals and left 24 others injured, sparking concern in
the community and discussion on the regulation and control of video games (Copenhaver &
Ferguson 79).The gunman purportedly made a brief reference to a violent video game he played,
showing that he was conversant with video violence. This is a clear indicator that violent video
games have a significant impact on people's behavior because in this case it resulted in a mass
shooting and casualties. According to Boffey, there is a vivid connection between real-world
aggression and violent video games (Boffey 3).
Research suggests that violent video games tend to manipulate people’s minds
and are
likely to cause the application of the games physically (Copenhaver & Ferguson 79).Young
adults may involve themselves
in gun shootings, chainsaws, and hammer attacks in the future
detaching themselves emotionally from their actions thinking that they are still playing video
games. This is because it feels exciting and fun while playing the games and the long term
mental effects would be that the person will not be remorseful or aware of the consequences
of
using guns or other brute objects.
Moreover, Boffey asserts that some of these violent video games would exploit or
manipulate the players' antisocial themes in the future (Boffey 4). Additionally, children
who
play violent video games are more likely to have increased aggressive thoughts, feelings, and
behaviors, and decreased prosocial helping (Anderson and Bushmann, 2001). In turn, this affects
a child's social interactions with some ending up as misfits.
This shows that the problem of
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video games cuts across the board since it affects both the young and the old in one way or
another.
However, all hope is not lost. Researchers have developed several solutions to curb this
growing menace. Three vital groups of individuals can help resolve the impacts of violent video
games. They include the government, video game developers, and the parents. Some of the
proposed solutions
have been highlighted below. First, the government should set up public
awareness and education to enlighten and educate young adults, teachers, and parents to warn
them over the effects of violent video games in the community (APA, 12).
The government , as
the main regulator of any societal set up, bears the greatest obligation when addressing the gaps
caused by the increased exposure to violent video games to young children. Since teachers and
parents spend the most time with these children, gaming time should be limited to at most 30
minutes a day. Recent research suggests that the average kid in the U.S.A spends about 2 hours a
day gaming. This points out to the grave nature of this predicament.
The other issue that should be addressed to resolve violent video games' problems is the
relationship between the degree of exposure to those games and their adverse impact. This would
help reduce the risks in the future. If children are more exposed to outdoor activities like athletics
and basketball, and less exposed to video games, their overall mental and physical health would
improve. This solution would also solve extreme violent habits and aggressiveness among the
players (Copenhaver & Ferguson, 82). It would also enlighten the victims on the risks and
dangers of playing video games. The awareness and education on physical contact sports will
generate interest from most of these children who will prefer to play soccer or basketball other
than play video games all day.
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Another proposed solution to the problem caused by violent video games would be
encouraging the Entertainment Software Rating Board (ESRB) to polish their ESRB rating
systems in reflecting the characteristics and levels of those violent video games relative to the
current world rating. The ESRB federal laws have vividly stipulated the type of individuals who
should access violent video games and their respective incarceration or fines (American
Psychological Association, 16). A proposed solution to the issue of violent video games causing
aggressiveness and violence in the future, is for ESRB to enforce strict measures and regulations
of the online purchase of video games with severe punishment such as heavy fines or
incarceration for violators.
However, regardless of the significant efforts of resolving the issues of violent video
games by the relevant stakeholders, there are several obstacles to the solutions of the violent
video games in society. Researchers have documented some of the obstacles to resolving the
aforementioned problems. First, the increased technological advancement in the world of video
games has overwhelmed the ESRB ratings in the regulation of violent video games (American
Psychological Association, 10). This rating system helps in regulating the individuals authorized
to access required or particular video games. The presence of innovative technology such as
iPads, iPhones, and affordable computer gadgets has resulted in increased use of video games
online, making it difficult for the regulatory body to control the use and purchase. (Dowsett&
Jackson, 23). Online purchases are particularly hard to regulate since anybody, even children can
easily access the internet
Another obstacle preventing proper regulation of violent video games is the countersuits
put forward by video game developing companies who express their fears of potential loss of
revenue. Initially the government allowed these companies to self-regulate. However, these
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companies did little to regulate access of young children to violent video games. In turn, some
governments have imposed taxes on these video games. Some of these developers have sued
their government for imposing impunitive taxes. These actions limit the ability of government to
regulate the sector.
Furthermore, researchers have revealed that violent video games might result in
antisocial habits in some people due to gaming addiction. Getting these young people to curb this
addiction has been increasingly challenging. Consequently, there has been an increase in murder,
throat slices, hammer violence and knife stabbing. All these are associated with violent video
games among young adults ( Dowsett & Jackson, 24). For instance, in one incident, an 18-year-
old, Devin Moore in 2003, committed three first-degree murders with evidence claiming that it
was as a result of him playing GTA video game. While in 2004, Warren Leblanc was
incarcerated for the murder of a classmate using a claw hammer and a knife due to his obsession
with
Manhunt
video games (Goodson & Turner, 3). Also, a schoolboy aged 13, who sliced his
friend on the gorge in 2012, admitted to playing
a violent game called
Gears of war
, meaning
that the violent video game sparked boy's actions (Goodson & Turner, 3)
However, other scientists are of the contrary opinion. They argue that these games have
educational benefits, creativity, and brain development benefits, especially to the youths. Based
on Bandura's social theory, some violent video games can begin kids' observational education.
Despite these claims, the general consensus is that the disadvantages of excessive video game
play far outweigh the benefits.
In conclusion, the increased use of violent video games has raised global concern due to
its association with violent behaviors, aggressiveness, and future violence in society. The paper
has tried to outline some of the solutions to the menace caused by violent video games. The
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primary proposed solution is the public awareness and education of the community members
through teachers, parents, and community heads. This solution is majorly aimed at enlightening
video players against the risks and dangers of playing violent video games and addiction. The
gamers are advised to focus on the games' benefits than the negative parts because their addiction
would result in severe ramifications in the future.
The significant advantage of this is that it
would cover a larger group of violent video game victims. Other proposed solutions include
using ESRB in polishing their rating system to regulate and control the number of people
purchasing the games and ensuring they sell to the right people.
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Works Cited
American Psychological Association. “Resolution on Violent Video Games.”
https://Www.apa.org, Aug. 2015, www.apa.org/about/policy/violent-video-games.
Boffey, Philip. “Do Violent Video Games Lead to Violence?” Dana Foundation, 1 Nov. 2019,
www.dana.org/article/do-violent-video-games-lead-to-violence/.
Copenhaver, Allen, and Christopher J. Ferguson. "Selling violent video game solutions: A look
inside the APA's internal notes leading to the creation of the APA's 2005 resolution on
violence in video games and interactive media."
International journal of law and
psychiatry
57 (2018): 77-84.
Dowsett, Andre, and Mervyn Jackson. "The Effect of Violence and Competition Within Video
Games on Aggression."
Computers in Human Behavior
99 October 2019: 22-27.
https://www.sciencedirect.com/science/article/abs/pii/S0747563219301773
Goodson, Simon, and Kirstie J. Turner. “Effects of Violent Video Games: 50 Years On, Where
Are We Now?” Cyberpsychology, Behavior, and Social Networking, vol. 24, no. 1, Jan.
2021, pp. 3–4, doi:10.1089/cyber.2020.29205.vvg.