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A gen z’s viral job hunt sparks massive support, why teens should not be allowed to play violent video games essay sample, example.

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Times when children would spend their entire free time playing with peers in the streets have mostly gone. Modern children and teenagers prefer calmer forms of entertainment, such as watching television, or in a large degree, playing video games. Although video games can contribute to a child’s development, many of them, unfortunately, are extremely violent. Moreover, games propagating murder and violence, such as Mortal Kombat, Outlast, Grand Theft Auto, and so on, are popular and are being advertised everywhere, making teenagers willing to play them; the fact that they are marked by the ESRB (Entertainment Software Rating Board) does not help much. However, considering the nature of such games, they should not be allowed for teens to play.

For the human brain, there is no big difference between a real-life situation, and an imaginary one; this is why we get upset even if we think about something unpleasant. For children and teens, who usually have a rich imagination, everything is even more intense. Virtual experiences for them may feel as real as daily life; this happens due to advanced technologies, making computer graphics look extremely close to reality, and also because players take a first-person role in the killing process (often with the view “from a character’s eyes”). If they would passively watch a violent game, it would make less harm than acting as a character who makes progress through a plot by murdering people and destroying what is in the character’s path. This situation is negative, as a child’s or teen’s brain forms new connections every day—they actually learn and memorize what is going on in their favorite games ( HuffingtonPost ).

Moreover, violent games directly reward violent behavior; many modern games do not simply make make players kill virtual reality characters of other players online, but also grant them with scores (experience) or points for successful acts of violence. These points are usually spent on making a player’s character even more efficient in killing, unlocking new cruel ways of murdering, and so on. Sometimes, players will be even praised directly, verbally; for example, in many online shooters, after conducting a killing, players hear phrases like “Nice shot!” encouraging further violence. This is much worse than watching TV, as TV programs do not offer a reward directly tied to the viewer’s behavior, and do not praise viewers for doing something anti-social ( ITHP ).

According the American Psychological Association, violent video games increase children’s aggression. Dr. Phil McGraw explains, “The number one negative effect is they tend to inappropriately resolve anxiety by externalizing it. So when kids have anxiety, which they do, instead of soothing themselves, calming themselves, talking about it, expressing it to someone, or even expressing it emotionally by crying, they tend to externalize it. They can attack something, they can kick a wall, they can be mean to a dog or a pet.” Additionally, there’s an increased frequency of violent responses from children who play these kinds of video games ( Roanna Cooper ).

Unfortunately, many modern games incorporate violence. Having youth play these video games are dangerous, as teenagers and children usually take a first person role in the killing process, and even get rewarded or praised for doing so. According to numerous studies, this leads to an increase of aggression in them.

John, Laura St. “8 Ways Violent Games Are Bad for Your Kids.” The Huffington Post. TheHuffingtonPost.com, n.d. Web. 09 Apr. 2015.

“The Effects of Violent Video Games. Do They Affect Our Behavior?” ITHP. N.p., n.d. Web. 09 Apr. 2015.

“Children and Violent Video Games.” Dr. Phil.com. N.p., n.d. Web. 09 Apr. 2015.

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There is no evidence to support these claims that violent media and real-world violence are connected. Photo by kerkezz/Ad...

Christopher J. Ferguson, The Conversation Christopher J. Ferguson, The Conversation

  • Copy URL https://www.pbs.org/newshour/science/analysis-why-its-time-to-stop-blaming-video-games-for-real-world-violence

Analysis: Why it’s time to stop blaming video games for real-world violence

In the wake of the El Paso shooting on Aug. 3 that left 21 dead and dozens injured, a familiar trope has reemerged: Often, when a young man is the shooter, people try to blame the tragedy on violent video games and other forms of media.

This time around, Texas Lt. Gov. Dan Patrick placed some of the blame on a video game industry that “ teaches young people to kill .” Republican House Minority Leader Kevin McCarthy of California went on to condemn video games that “dehumanize individuals” as a “problem for future generations.” And President Trump pointed to society’s “glorification of violence,” including “ gruesome and grisly video games .”

These are the same connections a Florida lawmaker made after the Parkland shooting in February 2018, suggesting that the gunman in that case “was prepared to pick off students like it’s a video game .”

Kevin McCarthy, the GOP House minority leader, also tells Fox News that video games are the problem following the mass shootings in El Paso and Dayton. pic.twitter.com/w7DmlJ9O1K — John Whitehouse (@existentialfish) August 4, 2019

But, speaking as a researcher who has studied violent video games for almost 15 years, I can state that there is no evidence to support these claims that violent media and real-world violence are connected. As far back as 2011, the U.S. Supreme Court ruled that research did not find a clear connection between violent video games and aggressive behavior.

Criminologists who study mass shootings specifically refer to those sorts of connections as a “ myth .” And in 2017, the Media Psychology and Technology division of the American Psychological Association released a statement I helped craft, suggesting reporters and policymakers cease linking mass shootings to violent media, given the lack of evidence for a link.

A history of a moral panic

So why are so many policymakers inclined to blame violent video games for violence? There are two main reasons.

The first is the psychological research community’s efforts to market itself as strictly scientific. This led to a replication crisis instead, with researchers often unable to repeat the results of their studies. Now, psychology researchers are reassessing their analyses of a wide range of issues – not just violent video games, but implicit racism , power poses and more.

The other part of the answer lies in the troubled history of violent video game research specifically.

An attendee dressed as a Fortnite character poses for a picture in a costume at Comic Con International in San Diego, California, U.S., July 19, 2019. Photo by REUTERS/Mike Blake

An attendee dressed as a Fortnite character poses for a picture in a costume at Comic Con International in San Diego, California, U.S., July 19, 2019. Photo by REUTERS/Mike Blake

Beginning in the early 2000s, some scholars, anti-media advocates and professional groups like the APA began working to connect a methodologically messy and often contradictory set of results to public health concerns about violence. This echoed historical patterns of moral panic, such as 1950s concerns about comic books and Tipper Gore’s efforts to blame pop and rock music in the 1980s for violence, sex and satanism.

Particularly in the early 2000s, dubious evidence regarding violent video games was uncritically promoted . But over the years, confidence among scholars that violent video games influence aggression or violence has crumbled .

Reviewing all the scholarly literature

My own research has examined the degree to which violent video games can – or can’t – predict youth aggression and violence. In a 2015 meta-analysis , I examined 101 studies on the subject and found that violent video games had little impact on kids’ aggression, mood, helping behavior or grades.

Two years later, I found evidence that scholarly journals’ editorial biases had distorted the scientific record on violent video games. Experimental studies that found effects were more likely to be published than studies that had found none. This was consistent with others’ findings . As the Supreme Court noted, any impacts due to video games are nearly impossible to distinguish from the effects of other media, like cartoons and movies.

Any claims that there is consistent evidence that violent video games encourage aggression are simply false.

Spikes in violent video games’ popularity are well-known to correlate with substantial declines in youth violence – not increases. These correlations are very strong, stronger than most seen in behavioral research. More recent research suggests that the releases of highly popular violent video games are associated with immediate declines in violent crime, hinting that the releases may cause the drop-off.

The role of professional groups

With so little evidence, why are people like Kentucky Gov. Matt Bevin still trying to blame violent video games for mass shootings by young men? Can groups like the National Rifle Association seriously blame imaginary guns for gun violence?

A key element of that problem is the willingness of professional guild organizations such as the APA to promote false beliefs about violent video games. (I’m a fellow of the APA.) These groups mainly exist to promote a profession among news media, the public and policymakers, influencing licensing and insurance laws . They also make it easier to get grants and newspaper headlines. Psychologists and psychology researchers like myself pay them yearly dues to increase the public profile of psychology. But there is a risk the general public may mistake promotional positions for objective science.

In 2005 the APA released its first policy statement linking violent video games to aggression. However, my recent analysis of internal APA documents with criminologist Allen Copenhaver found that the APA ignored inconsistencies and methodological problems in the research data.

The APA updated its statement in 2015, but that sparked controversy immediately: More than 230 scholars wrote to the group asking it to stop releasing policy statements altogether. I and others objected to perceived conflicts of interest and lack of transparency tainting the process.

It’s bad enough that these statements misrepresent the actual scholarly research and misinform the public. But it’s worse when those falsehoods give advocacy groups like the NRA cover to shift blame for violence onto non-issues like video games. The resulting misunderstanding hinders efforts to address mental illness and other issues, such as the need for gun control, that are actually related to gun violence.

This article was originally published in The Conversation. Read the original article . This story was updated from an earlier version to reflect the events surrounding the El Paso and Dayton shootings.

Christopher J. Ferguson is a professor of psychology at Stetson University. He's coauthor of " Moral Combat: Why the War on Violent Video Games is Wrong ."

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persuasive essay on violent video games

El Paso shooting is domestic terrorism, investigators say

Nation Aug 04

Tyler J. VanderWeele Ph.D.

Video Games, Violence, Media, and Suicide

The effects of media may be small, but they are not irrelevant..

Posted August 26, 2019

Adobe Spark

Does it matter what we watch, or what sort of media we consume? This question has been debated in various forms.

One particularly heated topic, especially in psychology, has been whether violent video games lead to greater levels of aggressive behaviors. Some studies have indicated yes; others have suggested no.

The existing meta-analyses, which attempt to aggregate all of the available data and studies, are themselves divided. What is one to think?

Trying to Resolve the Disputes

At the Human Flourishing Program at Harvard, we aim to make use of sophisticated statistical methods to help address these sorts of controversies. In the case of the meta-analyses on video game violence, some of the problems have been an exclusive focus on just the “statistical significance” of the estimates; one meta-analysis indicates “yes, statistical significance,” and another not.

The problem may be that there is not a single answer; video game violence may matter in some circumstances, but not in others. The effects may be heterogeneous. Earlier this year, we, published new metrics for assessing meta-analyses that better account for such heterogeneity.

When these new approaches were applied to the question of video game violence, we were able to show that, although there are indeed some disagreements across the competing meta-analyses, there is also a lot of agreement. (See our paper published last month in Perspectives on Psychological Science for technical details).

Specifically, the meta-analyses, including those that claim “statistical significance” and also those that do not, indicate, when using our metrics, that in the vast majority of circumstances, video game violence does increase aggressive behavior, but in almost all such contexts, the average effects are relatively modest.

Thus, video game violence does seem to increase aggressive behavior, by at least a little. But the various meta-analyses also agree that violent video games would rarely increase the likelihood of high levels of aggressive behavior by 40 percent.

Some disagreements remain, such as in how many contexts (e.g., different types of games) playing these games increases the likelihood of high levels of aggressive behavior by 20 percent-40 percent. But the data from all these studies seem to agree that there are usually at least small detrimental effects.

Practical Implications

So… does this matter in practice? Sometimes these video game studies are criticized for the fact that they really tell us nothing about longer-term outcomes, and this is indeed mostly true.

Most of the experimental studies carried out in laboratory settings only assess very short-term effects of playing, versus not playing, a violent video game on one particular occasion. However, small effects, across millions of people, can add up.

Moreover, if one is to take theories of character development seriously, then character and behaviors are shaped by the formation of habits and repeated actions across many settings. This would suggest that if violent video games are played frequently, as indeed they often are, this might have at least some effects on one’s character. The effects on an individual occasion are almost certainly small, but, over many occasions, they might be non-negligible.

Mass Shootings ?

There has been a recent discussion as to whether violent video games might play a role in bringing about mass shootings, with many of the media reports claiming that scientific research had disproved this. Our research was even cited in a recent New York Times piece about this very question.

But as indicated above, one limitation of the data is that the most rigorous studies are done in lab settings, and long-term outcomes are not measured. Although the lab data suggests that effects on average are small, small effects on average are compatible with effects that are, for particular individuals, large or determinative.

persuasive essay on violent video games

It is unlikely, however, that being randomized to play a violent video game, on one specific occasion, is going to lead to a mass shooting. Thus, laboratory experiments do not really provide the right type of data to sort out how important video game violence may, or may not, be in giving rise to mass shootings.

The media reports which claim that video game violence plays no role in mass shootings are not justified; but nor are the media reports that blame the shootings on video games. The truth is that we simply do not know. The right studies have not been done.

Even our more nuanced analyses are compatible with video game violence playing an important role in a mass shooting, and compatible with their being entirely irrelevant. A different type of study (e.g., which assessed violent video game practices retrospectively for those who carried out mass shootings and how that compared with the general population, controlling for other variables) would be needed.

Some of these considerations are also relevant to other forms of media. There has been a recent debate on whether media portraying suicide might increase the likelihood, for those viewing, of attempting suicide themselves. Once again, our new metrics can be helpful.

Our research on the topic of suicide was recently published in JAMA Psychiatry and indicated that in about two-thirds of the settings (different movies, television shows, etc.), the media portrayal of suicide increased subsequent suicide rates, but that in about one in five settings, the portrayal may have even had moderate protective effects, though considerably less often than they were detrimental.

Again, the effects are relatively small, but small effects across many people can add up. For example, another recent analysis in JAMA Psychiatry indicated that the release of the Netflix series 13 Reasons Why , which portrays a young girl’s suicide, resulting in excess of 103 adolescent suicides, even after controlling for prior temporal and seasonal trends. It would seem not a good idea here to say because study effects are “small,” these 103 adolescents who took their own life do not matter.

A Better Way Forward for Flourishing

The results of these various studies certainly do not imply we should resort to some form of extreme censorship or impose restrictions on freedom of speech. However, we do think the evidence concerning the effects of various forms of media should be made clear, and producers should at least be aware of it when making decisions.

Moreover, from the consumer’s perspective, while the effects are mostly small, there are, of course, numerous ways to make use of one’s leisure time. A focus on what is good, admirable, and noble may be more conducive to flourishing than playing violent video games or watching media depictions of suicide.

Mathur, M. and VanderWeele, T.J. (2019). Finding common ground in meta-analysis “wars” on violent video games . Perspectives on Psychological Science , 14:705-708.

VanderWeele, T.J., Mathur, M.B., and Chen, Y. Media portrayals and public health implications for suicide and other behaviors . JAMA Psychiatry , Published online May 29, 2019. doi:10.1001/jamapsychiatry.2019.0842.

You can sign up here for a monthly research e-mail from the Human Flourishing Program, or click here to follow us on Twitter. The Human Flourishing Program at Harvard University aims to contribute to, bring together, and disseminate knowledge from various academic fields on topics fundamental to human flourishing.

Tyler J. VanderWeele Ph.D.

Tyler J. VanderWeele, Ph.D. , is the John L. Loeb and Frances Lehman Loeb Professor of Epidemiology in the Departments of Epidemiology and Biostatistics at the Harvard T.H. Chan School of Public Health.

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Home — Essay Samples — Social Issues — Violence in Video Games — Impact Of Violence In Video Games

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For the people in the back: Video games don't cause violence

But the white house wants to talk about 'em anyway..

Video games do not cause violent behavior. There is no scientific, consensus-backed research supporting the idea that playing video games -- even bloody, realistic shooters -- leads to real-life acts of brutality.

However, this misguided theory prevails. After a shooting at a high school in Parkland, Florida, left 17 people dead on February 14th, a handful of politicians decried video games for corrupting young minds and inciting violent behavior. Days later, President Donald Trump said during a meeting about safety in schools, "I'm hearing more and more people say the level of violence on video games is really shaping young people's thoughts."

Tomorrow, video game industry leaders are scheduled to meet with Trump to discuss the (non-existent, completely imaginary) problem. The Entertainment Software Association will be there and it has a clear message for the White House: "Video games are plainly not the issue: entertainment is distributed and consumed globally, but the US has an exponentially higher level of gun violence than any other nation."

This isn't a new setting for the ESA. The trade association represents due-paying titans including Sony, Microsoft, Activision and Nintendo, and it's the industry's first line of defense against federal attempts to regulate video games. For example, the ESA established the Entertainment Software Rating Board in 1994, at the height of video game panic in Congress. The ESRB's promise to put ratings on all games placated politicians who were calling for the government to step in and censor.

It's expected for the ESA to fight against a negative image of the video game industry. However, it isn't the only organization that argues against the link between video games and violence -- academics, the US Supreme Court and most Americans recognize there is no correlation between on-screen cruelty and actual violence.

"The statistical data are simply not bearing out this concern and should not be ignored."

First, the scholars. Numerous studies have found no connection between playing video games and actual expressions of violence. The US Secret Service conducted a review in 2004 aimed at identifying causes of school shootings, and it found just 12 percent of studied attackers -- that's 5 out of 41 -- expressed an interest in violent video games. That's much lower than the national average: In 2010, 85 percent of boys age 15 to 18 reported playing violent games.

In fact, video games are tied to a decrease in actual violence. An economic study published in February 2016 found a reduction in crime in the weeks after major video game releases. A handful of similar studies conducted from a range of perspectives have come to the same conclusion.

A 2013 review by the American Psychological Association noted a link between violent video games and short-term spikes in aggressive behavior -- but this study was quickly rebuffed by many experts. More than 230 psychologists, media scholars and criminologists signed an open letter arguing the APA used faulty methodology and relied on bias to reach its conclusions.

"This decline in societal violence is in conflict with claims that violent video games and interactive media are important public health concerns," the group wrote. "The statistical data are simply not bearing out this concern and should not be ignored."

In 2017, the APA's Media Psychology division advised officials and reporters to stop suggesting there was a connection between violent video games and real-life acts of brutality: "Journalists and policy makers do their constituencies a disservice in cases where they link acts of real-world violence with the perpetrators' exposure to violent video games or other violent media. There's little scientific evidence to support the connection, and it may distract us from addressing those issues that we know contribute to real-world violence."

The US legal system agrees. In 2011, the US Supreme Court struck down a California law that banned the sale of violent video games to children. It was a 7-2 decision and the majority opinion was written by Justice Antonin Scalia, a legendarily conservative voice on the bench.

"Psychological studies purporting to show a connection between exposure to violent video games and harmful effects on children do not prove that such exposure causes minors to act aggressively," he wrote. "Any demonstrated effects are both small and indistinguishable from effects produced by other media."

This view is held by most Americans, too. A 2015 study by the Pew Research Center found 53 percent of respondents disagreed with the statement, "People who play violent video games are more likely to be violent themselves."

However, 40 percent of people agreed there was a relationship between video game violence and violent behavior. That's high, considering the ridiculous amount of evidence to the contrary. This theory persists, in part, because it's an enduring component of some politicians' predictable post-school-shooting talking tours.

After the Parkland shooting, Florida congressman Brian Mast told NPR stronger gun laws were not the answer, despite calls for such legislation from student survivors. Instead, Mast said, "What do we do with the biggest pusher of violence? The biggest pusher of violence is, hands down, Hollywood movies, hands down, the video game market." Kentucky Gov. Matt Bevin shared similar sentiments, while Arizona state Rep. Mark Finchem refused to vote on a bill banning bump stocks, arguing violent video games were the real concern.

The National Rifle Association is another loud voice in this conversation, and its leaders have long blamed mass shootings on video games. In 2012, after a shooter killed 20 children and six faculty members at Sandy Hook Elementary School, NRA president Wayne La Pierre said , "There exists in this country, sadly, a callous, corrupt and corrupting shadow industry that sells and sows violence against its own people." He was talking about video games, not the gun industry.

The NRA has donated to Mast's campaign and Bevin is " proudly endorsed " by the organization. Trump has an A-plus rating from the NRA.

"There exists in this country, sadly, a callous, corrupt and corrupting shadow industry that sells and sows violence against its own people."

Which brings us back to this week's White House meeting with the ESA. One week after the Parkland shooting, Trump floated the (unscientific, largely disproven) theory that video games can incite real-world violence, and questioned whether stricter regulation was necessary. These are sentiments designed to grab the attention of the ESA and video game fans alike, and they steer the conversation away from topics like gun legislation -- which is generally how the NRA prefers things.

The ESA has plenty of experience defending the reputation of the video game industry and its ability to regulate itself, and its arguments are backed up by decades of research into on-screen and real-world violence. It's highly likely that this week's meeting with Trump won't result in new federal regulations for the video game industry -- and besides, any attempts to censor would be challenged on First Amendment grounds, just as they have been (quite successfully) in the past.

It's also likely the Trump administration is aware of this stalemate. The desired outcome, in this case, is the conversation that draws energy away from a much more complicated, politically charged and emotional debate about gun control in the US -- a conversation that includes the 1,100 words above.

Images: Joshua Roberts / Reuters (Hillary Clinton); Jessica Conditt / Engadget ( Overwatch tournament); Jonathan Ernst / Reuters (Joe Biden meeting video game executives)

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The Influence of Video Games on Young People

Example of the introduction to video games essay.

First of all, the significance of computer technology nowadays should be noted. Transportation, agriculture, industry, mechanical engineering, light industry, and armed forces cannot function without computer technology. The list of industries using computer technology nowadays is far from complete. The future of humanity is connected with the further development of computer technology, which infiltrates throughout human life. Computer technologies hold a specific place in humans' everyday life. Suffice to say that nowadays people use a computer at work as well as at their homes.

The computer became both a reliable assistant to perform important tasks and a quite skillful animator to brighten up one’s life with some computer games, say nothing of the Internet. Therefore, it is difficult to overestimate the significance of computer technology in modern life. In order to define how violent video games pose a danger to society, it is necessary to analyze how computer technologies influence the human style of life. By using computer technologies, people learn to live in two worlds simultaneously: in the real-life and the virtual one, which was invented with the help of video games and the Internet. Therefore, computer technologies influence the further life of people, forming certain action pattern and developing learning skills to master certain subjects.

Example of the Body Paragraphs to Video Games Essay

The ability of a computer to develop learning skills turns it into an educational machine adopted by contemporary pedagogic science. In the case of violent video games, people have an opportunity to watch as well as to act. Moreover, violent video games motivate people to think about the given information, make the right decisions, and feel in the center of an event not just as watchers but as leading men. Video games stimulate people to achieve their goals. Therefore, people are interested in playing violent video games, and it teaches them to act like soldiers in a battle. Keeping in mind the training capacity of a computer, it is obvious that violent games teach people to kill. To make things worse, often people confuse real life with the virtual one continuing their computer game. They can live in games putting aside their vital concerns. They can become victims of a computer game addiction.

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A violent video game is not an innocent amusement as it may seem at first glance. In order to prove the statement that video games pose a danger to society, it is necessary to analyze some works of American and foreign scientists who devoted their lives to studying the influence of violent computer games on society. De Maria (2007) focuses on the attention of readers on statements of famous US surgeon Koop (1982) that computer video games make children addicted to playing, and children learn to kill and destroy. His statement resonates with National PTA president Lamm (1982). He is sure that computer games continue violent serials with guns, Indians, and so forth, which began long before appearing computer technology. In Lamm’s (1982) opinion, of course, violent games are dangerous for society.

Senators Lieberman and Kohl (1990s) are against video games. Besides, senator Dorgan (1993) disapproves of the authors of video games. These authors humiliated children with violent games according to Dorgan (1993). Therefore, in the 1980s there was an opinion that video games are unnecessary things for teaching children to hate human beings and to consider other persons as blips for destroying. Of course, people become addicted to playing computer video games. Dr. Carll (De Maria 2007) claims that violent computer video games can teach children violent behavior towards other people. Hence, computer video games can provoke antisocial behavior among players because they carry their games into real life. Therefore, violent behavior increases by 22% for the account of violent game players according to the American Academy of Pediatrics (De Maria 2007). In this regard, it is necessary to note that violent games are stimulators for committing murders.

Players of violent games are considered to become mentally unstable under the influence of such games. Often children playing violent computer video games behave violently and can become killers (Brown 2008). Hilary Clinton expressed her wish in Senate to save American children from the criminal influence of computer video games (Brown 2008). Video games become a reason that children consider sufficient enough to neglect their homework. The American Medical Association made a conclusion in 1994 that violent computer video games are more dangerous for society than TV programs or video and music (Brown 2008).

These games teach and encourage children to commit crimes because there is a connection between children's aggression and computer games (Kirsh 2010). It is explained that children learn to be aggressive while playing these games. They develop their behavior from the example of computer video games because children got accustomed to watching violence. Moreover, it makes no difference for them what they hold in hands: either a computer mouse or a real gun. By the way, about two-thirds of American pupils have access to guns (Garbarino 1999). They even go to school with weapons. It is no coincidence that youth violence is a real problem in the USA today.

Meanwhile, there are many supporters of violent computer video games in America. They defend computer video games stating that youth playing violent games learns to be ready for the cruel reality. Of course, it is a lame excuse to lobby for the interests of major companies producing violent computer games. Nevertheless, Congress decided to regulate the selling of video games to protect children from violent scenes.

Some companies decided to reduce violence by means of painting blood in green color, reviving killed persons, etc. (Wright 2010). Wright, Embrick, & Lukacs (2010) state that computer video games are perceived differently in different countries depending on the content of violence in them. They explain such an approach from the viewpoint of existing different national traditions, the historical development of societies, and social and cultural aspects in different countries. They compared how the problem with violent computer video games is solved in Europe, the United States, and Japan and have concluded that regulation of selling computer games is helpful in solving the problem with youth violence.

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Wilkinson (2012) depicts the consequences which may be a result of the devotion of youth to computer games. Depression of children as a result of their devotion is the main cause of committing a crime in Wilkinson’s opinion. Levine & Kline (2010) give parents some advice on how they can detect their children’s addiction to computer video games by their behavior, appearance, and other signs. They consider violent computer video games as the main cause of the psychical discomfort of children. They warn parents that “feelings of terror and helplessness become a normal state of being” for their children when they become addicted to computer video games (Levine & Kline 2010). In their opinion, children confuse real life with the imagined one under the influence of computer video games and, therefore, they can act in accordance with the scenario of those violent games. This statement coincides with a theory of behaviorism according to which human behavior is a result of an influence of environment and learning. According to Cassel & Bernstein (2007), computer violent games pose a danger to a society “for causing violent behavior” (p. 105).

Example of the Conclusion to Video Games Essay

Without limiting the proceeding, it should be mentioned that violent computer video games are essential educational supplies for training specialists for armed forces, police, FBI, CIA, and other government organizations. Of course, children, as well as other civilian people, should be protected from the influence of such games. There are many educational, entertaining, cognitive, informative, and amazing games without any violent scenes for people of a wide range of ages and interests in the modern world. It is out of the question to discuss the usefulness of violent games for civil people. These games are harmful both for young people and children due to the abovementioned reasons. Middle-aged people and old ones have quite different interests and do not need to play such video games.

It is strange that the government has not yet forbidden the free sale of computer violent games. The main opinion is that violent computer video games pose a real danger to society if they are freely sold. No regulation act can protect children from violent behaviors if they have easy access to guns. Therefore, to forbid computer violent games is easier than to forbid the trade of arms. When people do not play violent games, they can improve their behavior and can solve their problems without the help of the weapon. Violent games are dangerous to a society and should be excluded from American retail trade. They only are useful for special applications as training aids. Moreover, violent computer video games should be forbidden everywhere in the world because of their negative influence on humanity. There are many kinds of computer games that do not have any violent scenes. It is necessary to remember the main principle “Do no harm” to protect human society, and our children especially, from violent actions.

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Persuasive Essay: Video Games

Teenagers today often spend a great deal of time playing video games. These games are fun and engaging and young people often feel like playing games is a great thing to do in their spare time. However, you shouldn’t spend too much time gaming and there are a number of reasons for this: it’s unhealthy, you should spend more time studying, and you need to socialize more.

The primary reason to cut down on gaming time has to be that youths that spend a long time on computers and games consoles are often not getting enough exercise. With high obesity rates, it’s very important for young people to spend as much time being active as possible, especially since studies show that people who are overweight during childhood and adolescence are far more likely to become overweight adults than those of a healthy weight when they’re young. There is just as much, if not more, fun to be had in getting out and about and being active. This doesn’t have to mean going for long runs if that’s not your thing; team sports are both fun and great exercise. Dance or fitness classes are also a good option for those not into sports.

Secondly, getting a good education is that best thing that you can do for your future. If every teenager cut down on their gaming time by 30 minutes per day and used this time to study, the whole of that generation would achieve better results and be more likely to have the career that they want. With education, you get out what you put in, so it’s really up to you to put in the additional effort. If you want to go to a good college, extra study in your own time will be completely vital, but gaming can reduce your concentration span and make this more difficult.

The third main reason that playing video games too often is that it’s no good for your social skills. Some teenagers may argue that because they can now play their games online with friends, they are socializing in their own way. However, you can’t beat face-to-face contact, and if you want to succeed in interviews and build good relationships in later life, you need to develop some proper communication skills. This shouldn’t be a chore, or difficult, because hanging out with friends is far more fun than sitting indoors playing on games all day anyway!

In conclusion, there can be no doubt that spending too much time gaming isn’t good for you. You don’t have to stop all together, but it’s all about moderation. Cut down and allocate your additional free time to doing things that are good for you, and you definitely won’t regret it in later life.

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Banning Violent Video Games Argumentative Essay

Introduction: banning violent video games, violent video games should not be banned, violent video games should be banned, conclusion: why video games should not be banned.

The essay is an argumentative one; violent games should not be banned. Recently there has been an endless and fierce debate on whether or not to banned violent video games. For instance, the countries that constitute the European Union are planning to ban some of the European games. However, it is the view of the majority of video games, just like any other games, are there to educate and entertain.

Although there are strong reasons brought forth by those who want violent video games to be banned, here are reasons why we should not; increases self-esteem, reduction of pain, encourages teamwork, sharpening players’ wit, among others (Sterngold, 2006).

With regards to those in support of banning the game, they hold the view that the games continuously poison the minds of the viewers, especially young individuals.

It is worth noting that there are indeed strong points that need to be given a second thought before we rush in banning violent video games. It has been argued and even proved that when kids play such games, especially when the multiplayer type of game is available, then the children get to learn at a very early age to work as a teammate, which requires teamwork. Arguably, this is advantageous as it helps in keeping children together in times of need (Lebrilla, 2010).

For this matter, when they grow up, such individuals will be in a better position to be good team players. This concept has been currently deemed very vital in ensuring the success of an organization. Throughout the game, it is indeed tough to beat the opponent.

However, through concentration, acquisition of skills, and knowledge on how to win, which has been learned from each other, children are capable of the emerging winner. With this, they grow, knowing that to win, there is a need to have a team behind them.

As suggested by Bissell, 2008 violent video games have been thought to help, especially those with very high tempers, to release their anger by not hurting anybody. When very angry and one feels like inflicting pain on another human being or even killing others, it has been thought appropriate to transfer such anger to violent video games. When one engages in a shoot-out with an enemy in a video game, he/she might feel that the mission is accomplished.

Aside from assisting young individuals in sharpening their wits and problem-solving skills, violent video game plays a significant role in helping young individuals, even a few older members of society, to learn how to persevere. On the same line of thought, these games have made it possible for people to have well-coordinated hand and eye movements (Craig et al. 2007).

This has helped in making sure that reflex action/response is normal. The advantage of this is that it will play a significant role in keeping progressive illnesses at bay.

Another major point that is in support of violent video games is that it helps in sustaining the country’s economy. It is apparent that the industry of violent video games has played a significant role in the economic growth of the country. The export of the same product to other nations generates foreign income for the country.

Additionally, a good number of Americans derive their daily bread from the same industry(Konijn et al., 2007). For this reason, banning of violent video games will mean that the unemployment rate will go up, and the money generated from the industry will be lost. The industry generates close to 21 billion dollars annually (Jones & Ponton, 2003).

Additionally, doctors have proved that despite violent games being useful; in releasing anger, it is also helpful in helping a patient reduce pain. The current efforts hospitals show this making to install such games. More importantly, the games help entertain the plays as well as the viewers.

Just like when people feel entertained by watching a football match, violent game provide the same to the affected party. Considering the fact that slightly over 70.0% of American teens play these games, if it is banned, then they will indulge in even more risky activities in their quest to be entertained, for instance, drug abuse (Goldstein, 1998).

It would not be rational if the argument that supports the banning of violent games were not brought to light. It has been brought into the violent limelight game that pollutes the minds of American children.

When young individual engages too much in these games, they are addicted. The result is that they will grow up and may put into practice what they saw. A recent incident where a student walked into an institution of learning and started shooting at others, killing them on the spot, has been linked to violent video games (Anderson & Dill, 2000).

Similarly, just like any other thing that can bring addiction, violent video games, when making a young individual addicted, can be detrimental to their quest to learn. This is because most of the time, whenever they are free will, they spend time playing such games (Ferguson, 2008).

Although it has been argued that the game fosters socialization skills, it is evident that when one plays in non-multiplayer support, they grow up being persons with poor skills to socialize.

From the review of the issue of violent games, even though the game is intense, banning it will bring more harm than good. For those who advocate for the banning, it would be rational to critically analyze the benefits of the game to individuals and even society at large. For instance, it enhances teamwork, helps reduce pain, aids in releasing anger, and improves wit and hand-eye coordination, among others.

However, the disadvantages include polluting or poisoning young individuals, and addiction eats their time hence cannot engage actively in other vital activities. This thus warrants careful consideration from relevant stakeholders such as parents and the government.

Anderson, C. & Dill, K. (2000). “Video Games and Aggressive Thoughts, Feelings and Behavior in the Laboratory and In Life.” Journal of Personality and Social Psychology , 78(4):722.

Ferguson, C. (2008). “Blazing Angels or Resident Evil? Can Violent Video Games Be a Force for Good?”, Review of General Psychology, 14(1): 68-81.

Konijn, E. et al. (2007). “I Wish I Were a Warrior: The Role of Wishful Identification in the Effects of Violent Video Games on Aggression in Adolescent Boys.” Developmental Psychology, 43(1): 1-12.

Craig, A. et al. (2007). Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy . Oxford University: Oxford University Press.

Bissell, T. (2008). Extra Lives: Why Video Games Matter . New York: Macmillan Publishers.

Sterngold, A. (2006). “Violent video games.” Web.

Jones, G. & Ponton, L. (2003). Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence . New York: Basic Books. P. 172.

Goldstein, J. (1998). Why We Watch; The Attraction of Violent Entertainment . Oxford University Oxford University Press. P. 188.

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    According the American Psychological Association, violent video games increase children's aggression. Dr. Phil McGraw explains, "The number one negative effect is they tend to inappropriately resolve anxiety by externalizing it.

  2. Analysis: Why it's time to stop blaming video games for real-world violence

    In a 2015 meta-analysis, I examined 101 studies on the subject and found that violent video games had little impact on kids' aggression, mood, helping behavior or grades.

  3. Pro and Con: Violent Video Games

    Studies claiming a causal link between video game violence and real life violence are flawed. This article was published on June 8, 2021, at Britannica's ProCon.org, a nonpartisan issue-information source. Some blame violent video games for school shootings, increases in bullying, and violence towards women, arguing that the games desensitize ...

  4. Violent video games and young people

    The Pew Research Center reported in 2008 that 97% of youths ages 12 to 17 played some type of video game, and that two-thirds of them played action and adventure games that tend to contain violent content. (Other research suggests that boys are more likely to use violent video games, and play them more frequently, than girls.)

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    One particularly heated topic, especially in psychology, has been whether violent video games lead to greater levels of aggressive behaviors. Some studies have indicated yes; others have suggested ...

  9. Impact Of Violence In Video Games: [Essay Example], 1909 words

    Many people believe that the portrayal of violence in video games and other mainstream media is causing children to grow up to be violent and commit crimes. Several groups have publicly campaigned against violent video games; groups like Parents Against Violence, Parents Against Media Violence, and One Million Moms all oppose violent video games.

  10. For the people in the back: Video games don't cause violence

    5/5. For the people in the back: Video games don't cause violence. Video games do not cause violent behavior. There is no scientific, consensus-backed research supporting the idea that playing ...

  11. Free Persuasive Essay about Violent Video Games

    In this regard, it is necessary to note that violent games are stimulators for committing murders. Players of violent games are considered to become mentally unstable under the influence of such games. Often children playing violent computer video games behave violently and can become killers (Brown 2008). Hilary Clinton expressed her wish in ...

  12. Do Violent Video Games make People Violent? Research Paper

    This effectively demonstrates that the high involvement of video games results in youths desiring to play out the violent actions in real life. This inevitably leads to the perpetration of violence by people as a result of the influence of video games. Video game enthusiasts negate his point by arguing that people have the capability to ...

  13. Persuasive Essay: Video Games

    However, you shouldn't spend too much time gaming and there are a number of reasons for this: it's unhealthy, you should spend more time studying, and you need to socialize more. The primary reason to cut down on gaming time has to be that youths that spend a long time on computers and games consoles are often not getting enough exercise.

  14. Why Violent Video Games Should Not Be Banned

    Learn More. Although there are strong reasons brought forth by those who want violent video games to be banned, here are reasons why we should not; increases self-esteem, reduction of pain, encourages teamwork, sharpening players' wit, among others (Sterngold, 2006). With regards to those in support of banning the game, they hold the view ...

  15. Persuasive Essay on Video Games and Why They Are Good

    2. This essay sample was donated by a student to help the academic community. Papers provided by EduBirdie writers usually outdo students' samples. Cite This Essay. Download. Many parents forbid their children to play computer games because they think they are bad for them. But I believe that computer games are beneficial to our learning and ...

  16. Persuasive Essay On Violent Video Games

    Persuasive Essay On Violent Video Games 1177 Words 5 Pages A child is sitting in front of a video game console with his eyes fixed on the screen in a frozen stare. He is completely mesmerized by the graphic images he sees; totally immersed in the violent action.

  17. Persuasive Essay On Violent Video Games

    1183 Words5 Pages Violet video games have been blamed for several young people killing students at school. Young people are not able to think like adults so they are easy to follow the wrong way of doing things like they see in video games.

  18. Persuasive Essay On Video Game Violence

    Persuasive Essay On Video Game Violence Decent Essays 778 Words 4 Pages Open Document Fighting for Violence On July 22, 2016, an 18 year old male began to open fire on the Olympia Shopping Mall in Munich, Germany. After successfully killing ten and injuring 36 more, the gunner turned the firearm on himself and ended his own life.

  19. Persuasive Essay On Violent Video Games

    Persuasive Essay On Violent Video Games Good Essays 1555 Words 7 Pages Open Document Everyone in the world has a hobby, no matter how big or small. For some, it is writing, reading, or building objects. It just depends on what interests that person. Since video games were created, they have fascinated people.

  20. Persuasive Essay On Violent Video Games

    Persuasive Essay On Violent Video Games Improved Essays 1275 Words 6 Pages Open Document Essay Sample Check Writing Quality Show More Violent video games are bad for many kids and even bad for adults. They can influence kids to think that the stuff they 're seeing in the games is the right way to act.

  21. Persuasive Essay On Video Games And Violence

    Persuasive Essay On Video Games And Violence 1174 Words 5 Pages Video Games and Violence In today's world, one of the big topics is whether video games cause violence. I strongly believe that it isn't the case. Having been an avid gamer for most of my life and knowing thousands more, I have seen first-hand video games do not cause violence.

  22. Persuasive Essay On Violent Video Games

    Persuasive Essay On Violent Video Games Decent Essays 1838 Words 8 Pages Open Document Contrary to popular belief, violent video games may not play into violent crimes as much as you may think. Many people think that violent video games might be the main reason that violent crimes like mass shootings and murders happen.

  23. Persuasive Essay On Violent Video Games

    Persuasive Essay On Violent Video Games Decent Essays 1122 Words 5 Pages Open Document The video game industry is incredibly large in scale, often become neck-to-neck with the movie industry. Almost every American has some experience whether it was on a personal computer (PC), a home video game console or games on a mobile device.