Do violent games promote violence




















There was insufficient research on whether violent video games cause lethal violence. Studies have also shown that video game use is associated with a decrease in empathy and other socially desirable behavior. The warring positions on the issue were judged closer to agreement than most think in a recent analysis. One respected organization, the National Center for Health Research, a non-profit non-partisan organization that critiques medical research, leans in the direction of worrying about triggering lethal assaults.

Such studies are difficult to conduct and require very large numbers of children. It makes sense that since playing violent video games tends to increase the level of aggressive behavior it would also result in more lethal violence or other criminal behaviors, but there is no clear evidence to support that assumption. That paper and many others stress that video game exposure is only one of many risk factors for aggressive behavior and violence.

Various scholars point to such factors as racism and ethnic hatred, certain psychiatric disorders, adverse social environments, and easy access to guns and other lethal weapons, which may be the most critical factor of all. Focusing on violent video games as the cause of mass shootings almost certainly distracts legislators and government officials from the pressing need to deal with more fundamental causes. It is a moral imperative for federal and state legislators, government officials, and all others concerned with lethal violence to confront the underlying problems and not take symbolic refuge in blaming violent video games.

Phil Boffey is former deputy editor of the New York Times Editorial Board and editorial page writer, primarily focusing on the impacts of science and health on society. He was also editor of Science Times and a member of two teams that won Pulitzer Prizes. The views and opinions expressed are those of the author and do not imply endorsement by The Dana Foundation. Higgins, Monash University. The chief risk in sharing data is that, if it escapes from the research realm or falls into the wrong hands, it can harm the individual whose data has been shared.

The most representative one must be the violence video game which including shooting, killing, and bloody elements; therefore, people start to connect violence video game with the crime. Parents are brainwashed by those biased speeches talking about negative influence what will those violent video games create. The best instance will be Japan who having much more games, but the number of gun homicide is 96 times fewer than the U.

I believed the violent crime is more related to the parents tutoring, parents need to clarify the restrictions for their children, and then trying to comprehend what they interested.

Great post, but a very controversial topic. It is evident that violent video games are being targeted as a source of violence within the United States. Walmart, for example, removed violent video game displays from its store, which proved to be a very heated conversation due to the fact that they kept guns in store. Touching on the point I made about desperation for attention, I think social media can amplify and give more attention to violence than it deserves.

However, that is a completely different discussion. It is difficult and almost impossible to empathize with school shooters. However, according to npr. Their lifestyles often lead to mental health problems, which then lead to acts of violence. It is a process. For that reason, I think that video games can be problematic. If it feels good to release your anger on a video game, what should stop them from doing it in reality?

At this point in time, it is still impossible to tell what impact video games have on the rapidly growing use of violence. If that logic is valid, then Farming Simulator should make a farmer. If people wants to blame violent, they should be blaming poverty, lack of education substance abuse and child abuse. Video games should not be blame as an influence to criminals.

The debate over whether or not video games cause violence may continue on for as long as video games exist, despite the number of studies that state they are not a cause of violence. The Bethel High School shooter said, in interviews after the fact that he did not really understand that shooting someone would cause them to die because when he played Doom they just got back up again.

This phenomenon is not just seen in the US, Norwegian serial shooter Anders Brevik claimed that he used Call of Duty as a training tool in the run up to his rampage. The FBI take this link so seriously that a threat of violence will be seen as being more credible if the person making the threat has a known history of playing violent video games.

It is all too easy for a parent to abrogate responsibility for the potential impact of violent video games. If you are in a middle class family living a comfortable life it is comforting to think that the problems highlighted in this article, the negative impacts of playing violent video games are something that will happen to other children, ones from deprived backgrounds or who live in areas in which violence is already a fact of day to day life.

Sadly while this is a comfortable fiction it is, nonetheless, a fiction. These children are also more likely to get involved in bullying and the rising problem of cyberbullying. At the same time the games condition the players to be on constant alert for potential threats. When they encounter such a threat or perceived threat they react in a far more violent manner than they would otherwise have done.

We know that it desensitizes people to the impact of aggression and violence and that it causes a reduction in the ability to feel empathy. The cumulative effect of all of this is to cause an increase in the likelihood that someone who plays violent video games is more likely to exhibit violent behavior in real life and that behavior is likely to be a level of magnitude greater than if they had not played the games.

The reason for this is not only because video games are a realistic and immersive world but because they are a world that rewards an increase in violence on the part of the player.

In essence the more violent someone is in the game the more likely they are to be rewarded with higher spec weapons, with a move to a new level and so on.

What is of greatest concern is that the players of such games showed a much higher level of aggression in real life than those who played a version of the game that did not contain any violence at all or punished violence when it occurred. We have already seen see above that playing video games is an immersive, interactive environment. Game controllers have come a long way since the basic joystick and controls are now very sophisticated which allows the entire experience to be chillingly realistic.

This is a true worry as recent research has shown that the more realistic the controller the greater the effect on the level of aggression inculcated by the game experience. This effect is not just hypothetical, it has already been seen in the real world in horrifying cases such as the Norwegian mass murder see above and in one chilling instance the perpetrators of one shooting in Tennessee claimed that they were inspired by their experiences when playing Grand Theft Auto.

Studies have also shown that those responsible for shootings were more likely to be an accurate shot and to aim for the head if they had played a first person shooter style violent video game with a gun style controller. We do not deny that video games can be a fun and worthwhile activity but we absolutely do not believe that violence has a place in those games.

We do not argue against games of strategy but against first person shooter style games such as Call of Duty, Grand Theft Auto and the like. These games immerse players in a variety of violent scenarios which provide them with the opportunity to use and train on a wide variety of weapons and engage in some appallingly violent activity.

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