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The History of Violent Video Games and their Association with Criminal Activities - Research Paper Example

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A violent video game is a play that applies excessive use of force during the show, such as shooting, killing, beating, distant abuse, knifing and other forms of hostility. Indeed, the uses of such actions make a video game to be violent. …
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The History of Violent Video Games and their Association with Criminal Activities
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ASB 344 10/19 The History of Violent Video Games and their Association with Criminal Activities A violent video game is a play that applies excessive use of force during the show, such as shooting, killing, beating, distant abuse, knifing and other forms of hostility. Indeed, the uses of such actions make a video game to be violent. However, other psychologists have argued that the term violent video game is a comparative, and depend on one’s perception of the word violence. The action that one considers violent might not be similarly perceived by another person. Therefore, the question of violence in a video game is debatable and has resulted to sharp division in the people’s opinions. Initially, video games were identified as electronic, interactive games known for their vibrant colors, sound effects, and complex graphics (Anderson and Bushman 353). Mostly, video games were used for fun, as this would keep the viewers company and reduce boredom. However, many video games today are based on killing, policing, prostituting, wars, and using dangerous weapons including guns, knives, of strippers. In such games, the most violent actor becomes the winner and he/she is rewarded for being the hero/heroine, and the others for being great murders (Anderson and Bushman 353). Ideally, exposure to media has greatly increased over the years, and media now holds a strong authority over the lives and the thinking of the people. Following the advent and the popularity of video games, there have been many debates about violent video games, because a strong association has been revealed between violent games and the promotion of crime and aggressive activities, among children and adults (Anderson 1). Therefore, this paper explains the popularity and the history of the video games; it also highlights the correlation between the violent video games and acts of crime. Notably, the popularity of video games and their impacts on society are perceived in many directions, including positive, negative and neutral perspectives. During 1970s, such games did not spark any controversies until the release of the game “Death Race 2000”. The aim of the game was to drive a car over people. Of course, this could not escape the expression of the people’s opinion. Soon, the game became a subject of debates as it was argued that the game was based on a violent idea. After 1990, many other video games entered the European and American market, with some depicting violent, while others were mild (American Heritage Dictionary 1). The games, which led to other heated arguments, included Mortal Kombat, Street Fighter, Wolfenstein 3D, Night Trap and Grand Theft. The games were based on violent ideas, in which there were scenes of hostility. Indeed, they have been criticized for promoting hostility among people. Primarily, the people of all ages have been attracted to video games, therefore, raised the questions of whether the video games lead to behavioral issues linked with violence and aggression that may conduct player to commit crimes in real life (American Heritage Dictionary 1). Or, do they serve more of the positive effect in term of improving educational learning and social connections? There is absolutely no evidence, none, that playing a violent video game leads to aggressive behavior” (Anderson and Bushman 356). Other researchers also upheld the belief, and explained that the video games do not have negative impact and they can only promote violent behavior in children who suffer from pre-existing personality or mental health problems (Reaney 28). In another research, a total of 4262 participants were a part of these studies. The conclusions of their study explained that the violent video games provoke antagonistic behavior among the players and it makes them adopt an isolated life pattern. The study showed that the players of the games had a susceptibility to engage in criminal acts which were similar to those performed in the games (Anderson and Bushman 356). In addition, it was revealed that 676 participants adopted an anti-social attitude and 3033 participants showed aggressive behavior, through anger and hostility (Anderson and Bushman 358). Thus, the General Aggression Model (GAM) had explained that violence video games can influence the development of aggression and personal differences susceptibility (Kooijmans 1). There have been many cases of criminal activities, which have resulted owing to the offender being influenced by the violence in video games (Anderson 1). These criminal activities range from robberies to murders. The case of a group of 15 teenagers who were involved in snatchings in New York upholds t that the video games have an influence on crimes. These teenagers used sticks and bars as their weapons. They stopped the cars on the road and snatched the drivers’ and passengers’ belongings. They were caught by the police while they were carrying out a similar act by stopping a van. These teenagers did not have any psychological problems, did not come from poor background, neither were they drug addicts. They were categorical and claimed that they had been strongly influenced by the game Grand Theft Auto, which showed these ways of conducting robberies. Precisely, the video game served as a push for these teenagers to carry out criminal acts (Cochran 38). According to Kirsch (2003), who applied the GAM concepts on different developmental stages especially those of teenagers (Reaney 1). He noted that this age contained a large amount of biological and physical changes occur during puberty, and the exposure to violent video games should distress the three methods of GAM (Reaney 1). The case of Daniel Petric also portrays the link between violent video games and crimes. Daniel used to play a game known as Halo 3 on his X box for 18 hours in a day. His parents were disturbed by his extreme indulgence in the game and they took the game away from him. Daniel searched and found where his game was, then shot his parents. His father survived the attack, but his mother died during the incident. The judge who was assigned the case of Daniel Petric believed that the video game Halo 3 had influenced Daniel to perform this act since he was homebound for a long time due to an injury in his back. So he did not have anything to do except watching TV and playing games. The game was based on the theme where the player had to kill aliens who then became alive again. The judge believed that as Daniel used to play the game too much so he became addicted. He had psychologically become involved in the game, but the evidence show that he deliberated the crime for weeks. Under the influence, he tried to kill his parents as he may have thought that they might become alive again. The case of Daniel Petric was shocking and it clearly highlighted the strong association between violent video games and crime (Mike 1). Psychologically, Daniel was under the influence of the game that he had been playing over a long time. However, in this incident, he was criminally responsible for the offence because, the game had no correlation with the shooting, but only Daniel was directly related to his mother’s killing. Mortal Kombat entered the market in 1992 and it was a game which was argued to be very violent (Mike 1). This game can also be proved to have an influence on criminal activities, with the assistance of the young girl case, Zoe who was 6 years old. Zoe was killed by her sister and her boyfriend who targeted Zoe and started practicing the moves and techniques used by the fighters in Mortal Combat on her. It resulted in the breaking of her bones and she died. It was a dreadful event where the impact of video games and the lack of parent’s tension resulted in the death of a young child (McPhee 1). The progressions on video game research have clarified the effects as well, and the benefits of violent video games. However, more research should be done to gather enough evidence and support for those who reject and those who prove the negative effect of violence video games. Furthermore, the demarcation between normal and children with behavioral problems may pose certain problems and it would be difficult to distinguish the people who should be allowed to play these games (Reaney 1). Conclusion In summary, the violent video games became subjected to many debates as they were considered to promote crime. The different cases of criminal acts that have occurred serve to prove a strong associated between violent video games and criminal activities, as of GAM analysis of the three elements interaction and their effect on individual’s internal state, nonetheless not an absolute proof. These games tend to push the players towards performing heinous crimes and kill the members of their own family. Therefore, there should be strict regulations and checks imposed on video games to prevent the occurrence of such crimes. The lack of parental supervision is also associated with the children’s involvement in criminal activities. Unsupervised and extended periods of involvement in video games can result in serious criminal offences owing to the promotion of aggressive behavior due to this. Works Cited Anderson, Craig. Violent Video Games: Myths, Facts, and Unanswered Questions. October 2003 Web 10 Oct. 2011. < http://www.apa.org/science/about/psa/2003/10/anderson.aspx> (2) Anderson, Craig and Bushman, Brad. "General Article: Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: a Meta-Analytic Review of the Scientific Literature."Psychological Science. 12.5 (2001): 353-359. Print. American Heritage Dictionary: video game. 2011. Web 10 Oct. 2011. http://www.answers.com/topic/video-game (1) Cochran, Lee. “Teens Say: Video Game Made Them Do It.” ABCNEWS. 27 Jun. 2008. Web 10 Oct. 2011. Greenberg, Andy. “A History of Virtual Violence.” Forbes.com. 18 Jun.2007. Web 10 Oct. 2011. Available at < http://www.forbes.com/2007/06/15/games-violence-columbine-tech-cx_ag_0618videogames.html> Harvey, Mike. “Teenager Daniel Petric shot parents who took away Xbox.” Times Online.13 Jan. 2009. Web 10 Oct. 2011. Kooijmans, Thomas. Effects of Video Games on Aggressive Thoughts and Behaviors during Development. 2004. Web 10 Oct. 2011. http://www.personalityresearch.org/papers/kooijmans.html (3) McPhee, Mike. “Sister charged in "Mortal Kombat" death of 7-year-old.” Denver Post. 20 Dec. 2007. Web 10 Oct. 2011. Reaney, Patricia. “Violent videogames harmless for most kids.” Reuters. 9 Jun. 2010. Web 10 Oct 2011 Suddath, Claire. “Brief History: Video-Game Violence.” Time. 10 May 2010. Web 10 Oct. 2011. Read More
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