Full name Professor Subject Date Violent Video Games are Harmful on Teenagers Computers are the modern technological advancements that currently spell out how far this generation has achieved. Computers are beneficial not only in offices but also at homes…
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Before, parents worried about the presence of danger in their surroundings. Nowadays, their problems have come home. There are now the dangers of the vast availability of violent news, movies and the current highly debated violent video games. Video games are not only available to adults but to children and teenagers as well. They are easily sold and bought online and for parents whose only dream is to provide for their children’s needs, who work hard and not spend enough time with their children; such situation becomes a threat to their family. One might ask why this should become a concern to parents and the community as a whole. As human beings, it is the responsibility of every individual to ensure a safe environment. Although one could not indeed eliminate all the dangers in the society, minimizing them is the most feasible remedy for a safe and peaceful world. One means of doing this is to ban all violent video games not only among children but also among teenagers because exposure to violence in something they enjoy encourages them to be violent. Violent video games are harmful on teenagers. There area a lot of arguments on whether video games are harmful on teenagers or not and this paper aims to prove that they are indeed harmful. What are violent video games in the first place? According to Liptak, the law defines them as those “in which the range of options available to a player includes killing, maiming, dismembering or sexually assaulting an image of a human being” in a way that is “patently offensive,” appeals to minors’ “deviant or morbid interests” and lacks “serious literary, artistic, political or scientific value” (nytimes.com). Justice Antonin Scalia seems to ridicule such definition with his statements, “What’s a deviant violent video game? As opposed to what? A normal violent video game? Some of the Grimm’s fairy tales are quite grim, are you going to ban them, too?” (Liptak). Sure, the justice has a point however there are still a lot to consider about video games as compared to fairy tales and movies. Looking at the problem as it is can indeed seem to be simple but careful consideration will prove that this issue is not just a question about reading or seeing violence. First, as Justice Stephen G. Breyer said, “Common sense should allow the government to help parents protect children from games that include depictions of ‘gratuitous, painful, excruciating, torturing violence upon small children and women’” (Laptik). Before computers and video games, arguments have been about children’s exposure to violent television. Some researchers believe that a steady diet of violent television may change a child’s standards about violence- the child comes to see violence as more acceptable, more appropriate, and more prevalent in daily life (Bootzin, Bower, Zajone & Hall, 442). Observational learning has such a great effect on children that the violence seen expressed by people, compounded by the violence seen on television, makes violence seem like a normal, daily affair. A person’s perception can be distorted by what he sees. “The significance of observational learning is highlighted by studies of the effects of televised violence. For example, the amount of violent content watched on television by eight-year-olds predicts aggressiveness in these children even fifteen years later” (Bernstein, Penner, Stewart, & Roy, 697). These are very significant in the study of the effects of violent video gam
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Computer and internet are the technological revolutions, which made drastic changes in human life. Teenagers seem to be the community, which was influenced more towards technologies and innovations. Teenagers in the past were more interested in playing games as a way to spend their leisure times.
Teenagers seem to be the primary target group of these entertainment media, with a nationally representative sample in a survey showing that “99% of boys and 94 of girls play video games”(Lenhart et al.). The remarkable fact in researches on videogames and teenagers is that 70% of 9-18 year old kids have been reported playing games with a M-rated violent rating (for Mature players 17 and older) (Walsh).
The debate on whether or not violent video games makes children violent is not new, and because of the recently-finished elections, it became a hot topic once more. Studies are divided on if and how much playing violent video games influence children’s violent
The violence that is displayed in video games has proven to be harmful and influential to the children that are exposed to it, thus promoting violence to those who engage in the games. Video games do promote
The coverage of video games has shaped the public debate both positively and negatively. Taking a look at recent statistics, it is clear that close to 65% of Americans play video games (ESRB 1). This percentage includes both
Research has shown that, many young people especially adolescent spend most of their time playing video games. Recent research shows that, girls spend approximately 5 hours playing video games while young men spend approximately 13 hours in a day playing violent video games. Video gaming is a multibillion dollar company.
As the video games have become part of everyday life especially for teenagers, its impacts on its users is becoming a great source of concern. The most controversial topic regarding video games is whether it contributes to aggressive behavior among children or not.
According to the paper today, computer and video gaming is a founded method of entertainment for both the young and the old. Most families in America have some kind of video equipment or a personal computer. The Video game industry in America continues to thrive and just like any other big business every worker and investor anticipates its future growth.
However, since the mass media explosion of the twentieth century, a staggering amount of violence was made available to every person worldwide. The rise in availability came with a subsequent rise in violence in programs that had adverse effects on society.
Additionally, playing violent video games could be more harmful than viewing violent television movies or shows because these games are especially engrossing, interactive, and necessitate the player to relate in a personal way with the violent characters within the game.
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