Violence and Videogames
Imagine your daughter in a dark, tight-spaced, labyrinth, so narrow that there is barely enough room to strafe left or right by one foot; with her broken radio in one hand and her assault rifle in the other. She’s cut off from all communication, and since she has found no other crewmate alive in this alien labyrinth, they could all possibly be dead. As she navigates through endless passages, she hears a hoarse growl. She turns right on a blind corner, not knowing what lies ahead. Little does she know that a massive behemoth of a creature awaits the next turn, waiting to quickly catch her defenseless and rip her apart before devouring her. She sees the monster right in front of her, swinging its arm towards her as the first act of instinct. Alarmed, she raises her rifle and drills the monster full of bullets. The creature falls smoking down at her feet, and she lets out a cocky grin as 500 points are added to her score on the top of the television screen. Before running off to kill another alien creature, she pressed the pause button and walks to the kitchen for a quick snack. This is video gaming. Controversy continues to escalate on games such as one described above between parents and gamers, regarding
The Columbine shooting incident in Colorado have given angry parents an obvious reason to try and strangle the video gaming industry. According to the media, the game Doom presumably help the young murderers, Eric Harris and Dylan Klebold, learn shooting tactics. However, of all the bullets (approximately 300 bullets in the library alone) that were shot in Columbine High School, 13 were killed out of a possible 1,800 students (Alastor 2). This connotes that the game may NOT have help them out at all. In fact, weapons on the television screen do not work at all as they do in real life; controllers aren’t as heavy as real guns, there is no recoil from a blast, it usually takes several shots to the torso for a normal enemy to go down, and many other major errors (Wynar 5). A videogame is strictly made up of polygons and pixels, and there are no available controllers to even remotely simulate the feel of a real gun. the psychological effect of simulated, realistic, 3D violence on the minds of young children and growing teenagers. Yet recent research shows that videogames contribute very little to today’s everyday violence, despite complaints and concerns that games influence a child’s normal behavior. Technology is a way of life in today’s world, computers are used by toddlers, adolescents, and adults alike; no matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. And this includes videogames. So why hasn’t the violence stopped? With the ESRB and other organizations striving to protect children from the gore and guns of games, and the results of numerous studies showing that there is no connection between games and violence by kids, you’d think that the shootings and violent play would stop. However, aggression research suggests that poor parenting is the cause of much of the erratic behavior by children. The limiting of playtime and the supervision of the types of games that are played are just as important as monitoring the television programs and movies that children watch. No one can say that television has not influenced society. Novice shooters in firearms classes start out by imitating the incorrect techniques they see on television, martial arts schools boomed after Teenage Mutant Ninja Turtles, and sales of S6W .44 magnums skyrocketed after the release of Dirty Harry (Wynar 4). Studies show that many frequent game players also engage in more violent sports and watch high amounts of television every week (Ask 2). And yet, the blaming finger still points to videogames as being the core risk for negati
Some topics in this essay:
Australia Attorney,
Violence Imagine,
Columbine School,
Harry Wynar,
Magnavox Odyssey,
Association APA,
System Adorably,
Resident Evil,
Board McDowell,
Mortal Kombat,
choi 2,
violent games,
gaming console,
world war ii,
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protect children,
mature games,
television screen,
wynar 4,
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magnavox odyssey,
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Approximate Word count = 1850
Approximate Pages = 7 (250 words per page double spaced)
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