Topic > Violent Video Games - 1839

Playing video games does not cause violent behavior. Don't get me wrong, some video games feature horrific acts of violence. "A recent survey found that 92 percent of American kids, ages 2 to 17, play video games, and their parents bought 225 million of them last year for $6.4 billion." (Sider 79). What is argued here is that violent video games do not cause violence among children, but the blame for violence should lie with the individual and the people who should have educated him better. If children are unable to see the difference between reality and fantasy, then they cannot really be accused of committing acts they see in a game and then imitating them, without fully understanding the consequences of doing so in the real world. Parents should be the overall deciders of what they want their children to play, watch and do. Having the right to raise their child in their own way, parents should find out what the child is playing and limit or limit it, so that parents cannot blame anything on video games if their child commits a violent act. With video games as a new part of our pop culture, many adults find it difficult to understand why children would want to spend so much time playing with these “idiot boxes.” With this lack of understanding comes fear, because, as humans, we fear what we don't know. So all that will come from this cycle is that people will continue to play video games, something new in our pop culture will come and replace video games, and it will be radical to our pop culture and assumed to be the root of all evil due to lack of understanding. With the sharp increase in violent video games in recent years, adults see certain acts of violence depicted in some video games as causing violent acts committed by children. It's such an easy decision to make, to blame something new, something as radical as violent video games. People don't even look back and remember: “Novels, films, radio and television have all been accused of misleading young people and inducing violent or anti-social behaviour. The hype about video games might just be another case of grumpy complaining” (Walling 1436). If they saw them, they would see a pattern and might not think so hard about pop culture. Unfortunately many people don't, and so they blame everything but themselves. These discussions are fueled by... middle of the paper... i.e. you'll step outside the box a little, look at this situation and laugh, and then find something more useful to argue about. Works Cited Walling, Annie. “Do video games lead to violent behavior in children?” American Family Physician 65 (2002): 1436“The Video Game Factor, Teen Violence & the Blame Game” Brandweek (1999)Gillespie, Thom “Violence, Games & Art - Part 1” Technos: Quarterly for Education and Technology (2000)Gillespie , Thom “Violence, Games, and Art - Part 2” Technos: Quarterly for Education and Technology (2000) Dietz, Tracy “An Examination of Violence and Representations of Gender Roles in Video Games: Implications for Gender Socialization and Aggressive Behavior ” Sex Roles: A Journal of Research (1998)Collins, Glen. Video games: diversion or danger? The New York Times, 1983. Gerdes, Louise. Violence in the media Opposing points of view. Michigan: Greenhaven Press, 2004Sider, Don. “Virtual vice? This holiday season, some video games are shrouded in sex, blood, and controversy. What can parents do?” Time, Inc 58 (2002): 79Zarozinski, Michael. “Violence in video games” Louder than a bomb! 12 September 2001 Louder than a bomb! Software. February 14, 2005.