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In recent times, numerous violent acts have been committed by children in America, and society found it necessary to immediately find the causes to such bewildering tragedies. Whether it was the media, parental neglect, mental or physical abuse, availability of guns, or violence on TV, parents and political officials had to find a scapegoat. So far the most sought after suspect of causing aggressive behavior in children has been videogames. With young children playing these violent games, many assume that the videogame console automatically desensitizes their perspective of violence. Politicians are going after the gaming industry with new law proposals such as age requirements and ridiculous rating systems. However very few of these anti-videogame protesters realize that these awesome interactive systems have benefits too. It is very difficult to notice these qualities in videogames since it is overshadowed by the presence their violent content. Videogames are underestimated in that they have many advantages that are overshadowed by the ignorance of the adult generation towards new technology. There is only one reason why one would blame videogames for being a major factor in teenage violence. The child sees the violen
6 Quittner, Joshua. Are Videogames Really So Bad? Time Magazine May 10, 1999 pp. 50-59 The relationships between children and weapons and why they use them. Besides the academic and career benefits that videogames provide, the social advantages can be seen among children too. Children love to play videogames together with friends. Put a few kids together with a brand new video game and they will have a great time. Even if they are not friends they can connect and enjoy themselves through the entertainment that the system provides. The fact that a video game gives self-confidence to a child through a world where he or she can control and manipulate whatever they wish helps additionally. "Socially, videogames help a child to identify and belong, to earn respect and admiration kids who may be better athletes, or more socially polished, or can multiply six digit numbers in their heads." The gaming industry has been thriving since the late 1970's because children and adults find them very entertaining. Both non-violent and violent games can be pleasurable, and they are just another form for people to relieve stress that is built up during the day. Henry Jenkins, director of comparative media studies at the prestigious MIT university, thinks videogames provide an outlet for children to release their natural, violent tendencies. "We cant make social policy based on the statistical aberrations of a handful of abnormal kids. Should we ban the bible if we want something that causes a killing motive?" The point is that we have a very pessimistic view of parents if we believe they have no control over the mindset of their children. The parent is responsible for teaching his/her child to distinguish between right and wrong, fantasy and reality. If the child is incapable of doing this than so many factors other than videogames can lead him to violence, such as television, media, books, and even peers.
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Approximate Word count = 2169
Approximate Pages = 9 (250 words per page double spaced)
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