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Video Games do not Influence

VideoGames do not Influence

Severalmyths have been existent showing that video games cause violence. Themyth is still undermined by common sense and scientific studies.Video games in existence like Grand Auto Theft, Halo and MortalCombat, have triggered questions from critics arguing that the gamestrigger depression inherent in teenagers. Based on FBI statistics,the violence among youths has significantly declined in the recentpast as a result of the popularity of computer and video game.Critics have been arguing that the popularity of video games cannotbe drawn on the basic facts but still the data create a mockery ofsuggesting that video games cause’s violence. In fact, the courthas not produced sufficient evidence against violent video gamescausing neurological and psychological harm to minors. Indeed,critics claim that games are different from other forms of art. RobinCauthron of U.S. District courts wrote the injunction against thestate in attempting to regulate video sales to minors that, theexistences of increased interactivity and viewer control does notremove the games from being released of the initial amendmentprotection. So, violent games do not cause violence and, therefore,the debate should stop (Gimpel 55 ).

VideoGames do not influence Violence

Violentcrimes, among the youths have been estimated to have significantlyreduced more than 20 years ago. In the early 1990s, the popularity ofvideos increased coupled with greater use by the young people,exactly the opposite of the expectation if there were casual links.Many games with violent content globally have been increasedreceiving business. For example, video games sold in the UnitedStates have found a market in foreign countries. Nevertheless, thenumber of violent crimes is considerably lower in internationalmarkets than in America. Thus, suggesting that the impact such as anindividual background, guns availability and other factors beessential in comprehending the purpose of any crime and not solely onthe basic fact that video games influence crimes. For example, ananalysis that was done by Washington post, one of the largest gamemarkets globally found no statistical connection between consumptionof video games and deaths related to guns (Freedman34).

Severalauthorities globally have tried to investigate the connection betweencrimes and video games but still their conclusions are null. Forexample, in U.S., the Supreme Court, Federal Communications, SurgeonGeneral, and Federal trade have cross-examined the scientific recordsto establish the existing contact. In fact, they failed to establisha connection between violent behaviors and violent video programming,despite overheated rhetoric’s from detractors in the industry.Instead, a large number of respected researchers have concluded thatthere is no connection between violent crime and media violence(Smithet al. 123).

Itis authentic that the fears in existence are not supported by thepresent research. This makes sense because millions of adults andminors have been playing these games, yet in the world has not beenreduced to anarchy and chaos. So, concluding that video game causesviolence is only derived from irrelevant research founded onmuddleheaded thinking and so not correct. In addition, two studies,have tried to examine the connection between aggression and violentgames exposure in the real life and laboratory. The first study, theparticipants were allowed to choose a violent game and thenrandomized. The study shows that males were more aggressive thanfemales. Nevertheless, neither the violent games previous life realexposure nor the randomized exposure caused any difference inviolence.

Thesecond study examined the correlation between violent criminal actstrait violence, male gender and family violence were predictive ofexistence of crimes. Results showed that the family violence, traitaggression and male gender were predictive of violence, but exposureto games was not the cause. Equation modeling suggested that inmateaggression and family violence be high predictors of violence andthus better fit in data analysis than video games exposure. So, thestudy and the results question the credibility of concluding aninterconnection between violence and exposure to violent games(Walkerdine57).

Thetwo studies were supportive by suggesting that playing video gamesdoes not under any circumstance significant risk in the future livesof the minors to embrace criminal acts. The results call intoquestion GAM as a predictive violence method since there was noevidence to support a direct connection between aggressiveness andexposure to video games. About 80% of studies that have beeninvestigated, personal aggression measure in most cases simple checkmarks on a scale. There are, however, few studies that tried to findthe aggression result from video games and the fewer studies inexistence, indicates there is no connection (Walkerdine57).

Olsonand Fergusson sought to find the interconnection of violence andvideo games. Their findings do not support the myth in existence thatvideo games can trigger violence. The two researchers found no linkbetween increased delinquent criminality and violent video gamesamong children with clinically depressive symptoms. Their findingsare related to the recent report of Secret Service in which thegeneral occurrence of violence among youths was linked to stress andaggressiveness rather than video game violence. More interestingly,the current study found out that there are some instances where theviolence in video games had a significant cathartic effect onchildren who had elevated deficient attention symptoms and helped inreducing their bullying behavior and aggressiveness tendencies. So inthis case, violent games are more of assistance than increasingchances of violence (Marcovitz78).

Meanwhile,there is no evidence of the relationship between violent behaviorswith clinically mental problems. In fact, in regard to the concernsthat young homicide perpetrators have been linked to playing violentgames. Statistically, it is very unusual if a young person shooter ordelinquent did not at one example play violent video games, since themajority of young people and youths globally play at least in severaloccasions. So, the probability of a young person not to have playedvideo games is very minimal almost null since with the advent of newtechnology, more and more people have had a chance to play a videogame (Marcovitz79).

Conclusion

Therehas been widespread debate whether violent video games influencesviolence. Critics have had their share by stating that those whopractice violence have embraced what they play in the games.Conversely, the myth is unfounded since, every young person or youthmust have had an opportunity to play a video game at leastoccasionally. The study, therefore, lack validity since there is alarge incapacitation results in which non-violent or violent gamesdecrease crimes. In general, Video games results to decreased crimeand thus the discussion should stop as to whether the videoinfluences crimes.

WorksCited

Freedman,Jonathan L. MediaViolence and Its Effect on Aggression: Assessing the ScientificEvidence.Toronto: University of Toronto, 2002. Print.

Gimpel,Diane Marczely. Violencein Video Games.Minneapolis, MN: ABDO Pub., 2013. Print.

Marcovitz,Hal. AreVideo Games Harmful?San Diego, CA: ReferencePoint, 2011. Print.

Smith,Jonas Heide., Simon Egenfeldt-Nielsen, Susana Pajares. Tosca, andSimon Egenfeldt-Nielsen. UnderstandingVideo Games: The Essential Introduction.New York: Routledge, 2013. Print.

Walkerdine,Valerie. Children,Gender, Video Games: Towards a Relational Approach to Multimedia.Basingstoke: Palgrave Macmillan, 2007. Print.