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Video Violence And Juveniles

Major Paper: Violent Video Games Influence on Juveniles

In our great land of America, violence is all too common and often children are behind these dreadful acts. The most commonly asked question is who is to blame? There are many different explanations, but videogames seem to be an easy target. Although videogames have been proven to have some violent effects on youthful behavior, parents, religious groups, politicians, and especially the media are eager to point fingers, rather than to address the real problem.

Much of the attention is directed around shooting games like Quake, Grand Theft Auto, and Doom. The object here is to use a weapon in order to injure your opponent. The player has access to guns, knives, or bombs depending on the particular game. Shooting games have been in the industry for a while, but the technological imagery of violence is causing a good deal of controversy (Newsmagazine, 2000). The injuries sustained are becoming remarkably realistic. The more horrific injuries include exploding bodies, dissembling limbs, and decapitation.

The realistic injuries may overshadow the other deviant acts that are carried out. The game has characters committing crimes like muggings on the st


Observers of video games violence all have their opinions; the negatives seem to speak louder. Realistically children who play video games can add an encouraging impact to life, and can be “a positive feature of a healthy adolescent (Nature, 2003).” Critics have linked video violence to the Columbine massacre in Littleton, Colorado. When this barrage of murder took place on April 20th of 1999, the media highly over exploited the incident, which made all of America to point the finger at something. The killers were known to have been regular players of the game Doom, so everyone wants to blame video games. Video games are an easy answer to the problem, but it is ridiculous that people actually believe it provoked these events.

Some topics in this essay:
Auto Doom, Freedom Forum, Bowling Columbine, Influence Juveniles, Littleton Colorado, Michael Moore, Japan Japanese, Pilgrims America, Marilyn Mason, Gothic Rock, video games, video violence, game industry, bowling columbine, video game industry, video game, blame video games, shooting games, parents involved, michael moore, people video, easy target, bowling columbine 2002,

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Approximate Word count = 909
Approximate Pages = 4 (250 words per page double spaced)


  

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