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Whos to blame

Somewhere in a small rural town two young friends are playing a new video game. It sounds harmless right? Well it is. The game is called Grand Theft Auto, a relatively violent game. Under normal circumstances there wouldn’t be a problem here, but shortly after they finish playing the game the problem shows its face. One of the boys finds his father’s .45 caliber pistol and to make a bad situation even worse the other boy suggests a little round of target practice. While they were trying to figure out how to use it, gun misfires and fatally wounds his friend. Let’s ask ourselves a question, who’s to blame? Can it be option A: The parents fault for not supervising their children, B: The parents fault for keeping a gun in a place where a young child can find it, or is it option C: The parents fault for not taking time to explain the difference between right and wrong. The answer is D: None of the above. This is the answer that most people give. People give this answer because they can’t take responsibility for themselves, they have to find something or someone else to blame.

The Most popular scapegoat today is violence in the media. Although there is a large amount of violence in the media, violent


- Teaching them that real life violence has consequences

Children today spend on average 28 hours a week watching television, which is twice the amount of time they spend in school (Jensen). This just shows us that children aren’t being exposed to other ways to have fun. When I was growing up I couldn’t stand being inside. From the moment I woke up I wanted to be outside playing with my friends. When mom rang the dinner bell I would come in and eat as fast as I could so I could go right back outside and get in as much time playing before the street lights came on. Today kids don’t think the way we did when we were young. I learned the importance of being out with my friends from my parents because when they were young the TV wasn’t a major part of their lives. In 1950 only 10% of American homes had a television and by 1960 the percentage had grown to 90% and today 99% of households have a television, and 54% of children have a television in their bedrooms (Neifert). This tells us that we find it easier to plop our kids in front of the TV for a few hours rather than keep an eye on them while they are outside. Children also spend a lot of time playing video and computer games. During the last several decades, electronic interactive games have emerged as one of the most popular forms of entertainment, particularly among youths and adolescents. In 1998, revenues totaled $6.3 billion in the United States. Ninety percent (90%) of U.S. households with children have owned a computer or video game, and young people spend an average of 30 minutes per day playing these games (Quittner). Violence sells and as long as game makers and movie directors know this then they will keep producing violent products. <

Some topics in this essay:
Theft Auto, Academy Pediatrics, Zolgin Television, Quittner Violence, United Ninety, Mario Brothers, Who’s Blame, games intended, help children, rating system, video game, parents fault, Grand Theft, option parents fault, system consists, suitable viewers, rating games, children watch, audiences zolgin, suitable viewers age, mature audiences zolgin, grand theft auto,

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Approximate Word count = 1156
Approximate Pages = 5 (250 words per page double spaced)


  

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