Video Game Violence
In the spring of 1998 the Columbine High School massacre gripped the nation in terror and upset parents searched for some sort of tangible meaning as to why the atrocity had been committed. The two suspects had claimed in their manifesto that they enjoyed playing the video game “Doom”, a game that seemed to some as a breeding ground for ultra-violent behavior. As a result a heated argument which had until that time been somewhat kept to the shadows of legislative discussion was suddenly thrust into the face of national attention by the media. Those who introduced the debate basically stipulated that video games encouraged the psychopathic behavior of the youth that was plaguing American society in their minds. Those who did not feel that way stated that video games were simply a new entertainment medium and were no worse than television, cinema, or printed media. Furthermore, video game supporters argued that the consumers buying the games in question were more than capable of distinguishing the fictional events and situations of the video games they played from the reality that they lived in. In the past ten years there has been an increase in the popularity of violent video games featuring adult material. First person v
The converse argument to this debate is the idea that video games do not actually impact the individual in the slightest. They are in fact are an outlet used to expunge pent-up frustration or stress. Given the statement that video games insight or encourage violent behavior from those who partake in it, one can examine several flaws. If a person is in fact so influenced, whether it be at a subconscious level or not, by a video game, that they would in fact seek to emulate that which is seen on a screen, there is most likely some sort of psychological trauma or other mental incapacitation which will impair that person from distinguishing fantasy from reality. Video games are nothing more than a visual and auditory entertainment medium. The only difference between a game and television, they would argue, is the fact that there is a certain level of interaction. This would only seek to stimulate the creative centers of the mind, not those that seek to cause unrestrained action. Take for example the two Columbine terrorists, Dylan Kleibold and Eric Harris, who claimed to be huge fans of violent video games. Critics are quick to jump to the conclusion that it is a violent entertainment medium, which fueled their hate and ignited their sparks of terrorism and havoc. However then you must ignore the other less o
Some topics in this essay:
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Eric Harris,
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,
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Approximate Word count = 885
Approximate Pages = 4 (250 words per page double spaced)
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