Juvinile Violence And Video Game
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
If video violence is to blame, why do the statistics differ? Last year in Japan there were 39 people killed with guns, compared to America there was nearly 12,000 slain (Bowling for Columbine, 2002). Michael Moore exploits how adolescent violence is directly associated with violence in general. Dating back to the days of the Pilgrims, America has always been a violent society. Nowadays we see violence first hand more than ever before. Television shows, newspapers, and the nightly news seem to report violence first. If violence is a problem, then the media should not encourage the public to view it. In Los Angeles there was a time when murder was down 20%, but local news coverage on murders was up 600% (Bowling for Columbine, 2002). The media must think that keeping the public in fear will solve the problem. The documentary, Bowling for Columbine, Michael Moore recognizes video violence and its influence on adolescent behavior. These video games are available to all the people of the world. Many of the games themselves are created in Japan and are used by many Japanese people. reet, drive by shootings, and car jacking. These images could provoke youth to commit a crime more than seeing a dissembled body.
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Approximate Word count = 909
Approximate Pages = 4 (250 words per page double spaced)
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