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  • Essay / Criticism Against Video Games

    Table of ContentsIntroductionAgainst Violence in Video GamesFor Violence in Video GamesPersonal OpinionConclusionIntroductionAs the popularity of video games has increased, they have received a lot of criticism. The idea of ​​using violence in video games as a form of entertainment seems vile and childish to some. One of the original games alluding to violence was the game "Death Race", released in 1975. The small stick figure shapes were intended to resemble "gremlins" and would turn into tombstones and scream when hit by the small moving car. (quote) Society today would not care about the content and context in which this game is examined. Some might say it's because we are desensitized to violence today. As technology advances and entertainment expands, violence will continue to be a key selling point for games. Say no to plagiarism. Get a tailor-made essay on “Why Violent Video Games Should Not Be Banned”? Get the original essayIn Psalm 11:5, the psalmist writes, “The LORD tests the righteous, but his soul hates the wicked and him who loves violence.” Video games are only simulations, or even a release of anger and/or boredom. So one might ask whether video games really count as violence or just simulation. Colossians 3:23-24 says, “Whatever you do, work heartily, as for the Lord and not for men, knowing that from the Lord you will receive the inheritance as your reward. You serve the Lord Christ. This verse has been interpreted in several ways. One perspective is that of an individual's God-given talents to play the game, share that belief and be proud of it when and if you achieve professional status in the game. Violence should not be condoned, but it is also not harmful to society. ("33 Bible […] Games") Against Video Game Violence Many anti-video game violence activists associate major events of terror and harm with video games and gun control. For example, on December 20, 2012, Adam Lanza entered Sandy Hook Elementary School with a SIG Sauer P226 9mm handgun, a Bushmaster XM15-E2S .223 caliber rifle, and a Glock 20SF handgun. 10mm. ("Sandy Hook Overview") Lanza killed more than twenty children in total; politicians will use this as a cornerstone of gun reform in the United States. Many groups have blamed his motivations on video games, and they are what caused his breakout. Dr. Craig A. Anderson, a psychologist at Iowa State University, said: None of these extreme acts, like a school shooting, occur because of a single risk factor; there are many factors including feeling socially isolated, being bullied, not being accepted by peers, etc. […] But if you look at the literature, I think it's clear that violent media is a factor; it's not the most important factor, but it's not the smallest either. (Anderson) On April 20, 1999, Eric Harris and Dylan Klebold entered Columbine High School intending to launch an attack on their teachers and classmates. Their written plans indicated that they planned to kill more than 100 of their classmates, mostly athletes and club members. They managed to murder 13 people and injure 23 before committing suicide. Both Eric and Dylan were avid players of the popular game “Doom,” one of the first FPS or “first-person shooter” games on the market. This game was entrusted tothe U.S. Army to help train soldiers to kill effectively. Further evidence was found on the boy's computers, which were hosting a custom game of Doom with two players, both with extra weapons and unlimited ammo, taking place at a school. Victims were unable to fight back or hit players when assassinating NPCs (non-player characters). There are small groups that have stood up to combat video game violence, including MAVAV (Mothers Against Video Game Addiction and Violence) which has controversial claims including: "Textspeak Linked to Violent Videogames", “Videogames Not Fun”, “Everything Just a Game to Gamers” and many others on the group’s website. These groups seek to abolish violence as a form of entertainment. ("MAVAV")Violent video games require constant participation and repetition from the game's violent character or player. New game controllers allow for more physical interactions, Games get more interactive features and could increase the risk of youth violence. Violent video games cause players to associate happiness and reward with the ability to cause pain to others. Some games reward the player with new weapons, powers, and abilities based on the amount of damage or kills achieved in the game. Studies have shown that when violence is encouraged and rewarded in video games, players tend to to exhibit increased aggressive response and behavior compared to video game players where violence is harmful and punished. Some violent video games desensitize players to real-life violence. (Layton)The repetition of death in these games makes life seem like a joke or a game where you have multiple chances to redo the actions if you make a mistake. A 2005 study showed that violent exposure to video games was linked to weaker P300 waves in the brain; these are linked to desensitization to violence and an increase in aggressive temperaments. (Peckham) Constant exposure to violence in video games is thought to decrease players' empathy. In 2004, a study by Jeanne Funk of 150 fifth and fourth graders showed that violent video games were one of the main types of media associated with decreased empathy. Empathy is the ability to empathize, comprehend and grasp someone's feelings, emotions and problems, which is vital for mental growth and moral balance and is believed to inhibit aggression. (Mosher) (“ProCon.org”)For video game violenceJuvenile crime in the United States is declining as the popularity of violent video games increases. Arrest rates for juvenile murders fell 71.9 percent between 1995 and 2008. The arrest rate for all violent crimes committed by juveniles declined 49.3 percent. During the same period, video game sales more than tripled. (Corriea) In Brad Bushman's recent article “Do Violent Video Games Play a Role in Shootings?” Bushman says: The problem is that people are looking for a yes or no answer about the role of video games in violence, when there isn't one. Violent video games alone probably didn't cause Alexis to lash out. But these games are not harmless either. Recent reports suggest he may have suffered from mental illness and had problems controlling his anger. But it's not hard to believe that video game use may have been a contributing factor. (Bushman) regarding the shooting in the Aaron Alexis shipyard on the 16thNovember 2013. Some studies have shown that playing violent video games reduces overall violence among adolescents by replacing poor housing and harmful games. Playing violent video games allows young boys and girls to express aggression or anger without causing physical harm. ("ProCon.org") Some say that playing violent video games provides a safe outlet for aggressive feelings. A 2007 study reported that 46% of boys played video games because "it helps me release my anger" and 62% played them because "it helps me relax." The comparison game is not as involving and exciting. A short-term increase in aggression and arousal does not mean a child will leave home and commit a crime or violent act. Young people and young people model violent crimes and act based on the actions they have committed. I've seen it in video games, but the violence persists even in the absence of those games. Video games provide children and youth with safe, controlled environments to virtually explore the laws, rules and consequences of their violent actions. Experience issues like violence, war, and death without real-world consequences or side effects. (Whiteman) Violence plays a vital role in entertainment, the statement may seem harsh, but when considered as a whole it is clear. Football, for example, is essentially a broken game of recovery in which players seek to impact and injure the other team to achieve a common goal, a touchdown. Football is one of the most watched sports in the United States. But when we talk about violence in video games, other forms of violence in daily life, such as sports, do not appear. Fighting is violence in its rawest form, with the goal being either to hurt the other person as much as possible until they surrender, or to cause them enough harm until the other person's body the other person gives up and loses consciousness. There is nothing modern about this type of entertainment; this can be seen as far back as the gladiator era. These forms of entertainment are not shunned when the theme of violence is raised. When the topic of violent video games comes up, the majority of people seem to focus and worry primarily about children and young people. As people mature, they tend to shed the skin of themselves and develop new moral ideals and personalities, usually for the better. 1 Corinthians mentions it in chapter thirteen, verse eleven: “When I was a child, I spoke like a child; I thought like a child, I reasoned like a child. When I became a man, I abandoned my childish habits. ("33 Bible […] Games") This also applies to violent video games, when playing a game is just that, just a game. If you don't really want to do harm and play the game just for fun, there's no harm done. A child will retain some contribution from whatever is given to him, violence, tragedy and war must be given in moderation. Personal Opinion When the topic of video game violence comes up and how it's ruining today's kids, I get defensive. My brother and I grew up with video games and love them as a form of entertainment and only entertainment. I think they benefit much more than just as a form of entertainment, but also help with things like: reaction timing, teamwork skills, tactical skills, puzzle solving abilities and even as a learning/teaching tool. The timing,.