Video games being violent is not a new concept in modern day society, as the two seem to share an intimate relationship forcing them to be interdependent. Debate on the consequence of playing violent video games has raged for a long time, but this time the question is on why video games are violent…
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In order to answer this question, there are different angles from which the issue can be observed indicating the difference levels of the presence and absence of violence in video games. Video games are violent because they offer an alternative form through which one can “…absolve themselves of guilt or justify certain morally questionable acts…” whereby video game players can release their inner feelings of violence that cannot be directed towards other people in the real world (Schaffer). With this in mind, video games are violent because they are virtual worlds in which there are no consequences for engaging in whatever violent acts that one pleases (Videogame Addiction). Therefore, video games are violent to provide a safe proving ground in which violent behavior can be virtualized and enacted in a safe manner that cannot harm anyone, the player included. Arguments are that this is the main reason to rid real life situations of potential acts of violence that may lead to severe consequences such as death (Schaffer).
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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.
According to the discussion one of the claims of supporters of the violent video games-violence argument is that playing violent video games lead to violent crimes, but they ignore the reality that the relationship between playing violent games and acting violently against others through crimes is weak.
In a study among Dutch adolescent boys who were exposed to violent and non-violent games the author suggested that: those who were exposed to violent games were more aggressive than those who were not and they further wished they were like the violent characters in the game. Those children have the tendency to acquire violent behavior.
There is an increasing focus of the young generation in video games which coincidentally is violent. The effect of this in their social life is of significant impact in the overall society. The perpetuity of the community is dependent on sound development of the young generation in their moral life.
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This was achieved because Pfizer publicly announced its intentions amidst disinterest on the part of AstraZeneca, which was forced into the negotiating table. The bid price was increased to 63 billion and the pressure on AztraZeneca prompted the UK
It would mean, according to Dill, "one game for every teenager on earth, or one game for every person in North America, Europe, and Japan, or enough games that, if laid end to end, would reach around the equator two and a half times." More and more people are really spending their money, time and energy on the video game business either as consumers or capitalists.
Whether it is the television, video games, radio or marketing efforts made by companies, children usually do become the recipients, whether it is intentional or unintentional. The thesis statement here is to research on social and ethical implications of children and teens playing violent video games.
Pros and cons come and go. Economic, political, and scientific issues abound. In spite of all the shortcomings and all the nuances arising from the conflicts of interests, scientific research is going through the right direction. Little by little research is validating the common sense understanding that violent video-computer games produce negative effects on children and teenagers.
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