Wednesday, September 4, 2019

Videogames Don?t Kill People, People Kill People Essay -- essays resea

Videogames Don’t Kill People, People Kill People Every generation has pointed a finger at the recreational pastimes of young persons, accusing that these activities lead our nations youth astray and induce violent or antisocial behavior. Novels, music, TV, movies, and now the finger is pointing straight at one of the newest and quickest growing youth pastimes; videogames. This particular pastime differs from others in their reality and scope for direct participation, therefore allowing the crusty old curmudgeons to conclude that playing them leads all young people to commit acts of violence.   Ã‚  Ã‚  Ã‚  Ã‚  Numerous studies have been conducted to determine whether or not there is a direct link between violent tendencies and videogames. Some tests claim there is a definite link, others refute it, but both often show very shaky statistics. Most tests simply prove inconclusive. According to an article by Anne D. Walling, a recent study by Drs Bensley and Van Eenwyk shows that: Rates of adolescent violence, homicide, weapon carrying, and other markers of antisocial behavior fell consistently during the period when violent videogames became ubiquitous, more graphic, and more realistic. (1) This would suggest that youths are using videogames as a form of escape. Instead of being out on the streets committing acts of delinquency, they are instead at home, safely playing videogames.   Ã‚  Ã‚  Ã‚  Ã‚  Walling also provides the combined results from twenty-nine other individual studies of this topic. The studies all varied greatly in design and quality, preventing any firm determination from being reached. Children of middle school age and younger showed no association between videogames and aggression in girls, and both increases and decreases in aggression among boys. Studies of high school students predominately dealt with boys, often using self-report. Both calming and arousing effects were again reported, and no consistent relationship was drawn between violent games and actual behavior. In college students and young adults, results were yet again mixed, but calming effects were more common, particularly if the prior mood was hostile or aggressive (2).   Ã‚  Ã‚  Ã‚  Ã‚  So-called experts like to point their fingers at Eric Harris as an example that violent videogames do indeed create violent children. Harris was one of the t... ...n that there seems to be no direct link to violent behavior and playing violent videogames. Studies even show that adolescent crime has decreased as videogames have become more realistic and graphic, showing that they seem to have a more calming effect on kids. As long as people can continue to differentiate between what’s real and what’s not, we should be just fine. However, as long as there are crusty old curmudgeons out there who are afraid of things they don’t understand, then videogames will always be under heavy fire. Works Cited Ahmed, Shahed. â€Å"Further Investigation of Violence and Gaming.† Gamespot. 6 August 2000. 8 April 2003 . â€Å"The Games Kids Play: Are Mature Video Games Too Violent for Teens?† Current Events 7 February 2003: 3. Grossman, Lev. â€Å"Busjacking for Grownups.† Time November 2002: 80-81. Satterfield, Shane. â€Å"IGDA Holds Game Violence Summit.† Gamespot. 8 January 2001. 8 April 2003. . Varanini, Giancarlo. â€Å"Violent Media May not be to Blame.† Gamespot. 8 February 2001. 8 April 2003. . â€Å"Violence is A-Ok.† Electronic Gaming Monthly August 2002: 13. Walling, Anne D. â€Å"Do Video Games Lead to Violent Behavior in Children?† American Family Physician 65 (2002): 1436-1437.

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