Violence and video games
I'm watching C-SPAN's coverage of the Senate subcommittee hearings onviolence in video games. Apparently, another kook opening fire on his high school has given the mind police an opportunity to rationalize restricting the ways we're allowed to fantasize and engage in escapism. As I listen to Senator Sam Brownback (R-Kansas) express his complete ignorance on the subject of modern youth culture, from the significance of Doom to what Goths stand for, I can't help but feel my gorge rise. I wonder: Could the Senator's accusations that violent games are causing the "cultural pollution" of our youth possibly be more damaging to young people than his televised display of disregard for structured, rational thought? I see it regularly in the press, but it bothers me when our government starts engaging in selective interpretation of cause and effect. Let's begin with the premise these guys want you to believe: The psycho teenager liked playing Doom, therefore Doom was partially contributory to him opening fire on his schoolmates. Hello?! Everybody plays Doom. I'll bet the kid has a nose, too, and you know there's a high correlation between having a nose and committing murder. I grew up in Alaska, where close to 1 in 5 natives unde
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Some common words found in the essay are:
Doom I'll, Noble I've, Warner Bros, Doom Goths, , Brownback R-Kansas, Doom Doom, violent games, video games, cultural pollution, cause effect, playing doom, male goats, youth culture, human males, advertisers targeting,
Approximate Word count = 1006
Approximate Pages = 4 (250 words per page double spaced)
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