Video Game Violence
In recent years, video games have been a popular icon of youth culture. However,as games have become popular, so has the amount of violence contained in them. Because of the immense popularity of video games with children, violence within them should be handled more properly. First of all, let's take a look at some background information to get a few ideas of who plays the games frequently and what amount of video games contain violence. A lot of people tend to think that the majority of video game users are children, but a congressional testimony by Interactive Digital Software Association denies this, and points out that 77 percent of the most frequent consumers are "adults". (57 percent-over18, 20 percent-over 36). And yet, even though those "adults"account for most of the users, the remaining 23 percent of the consumers are still under 18, and shouldn't be overlooked, especially when researches have found that many games contain at least some form of violence. One research has sampled 33 popular Nintendo and Sega games, and came to the conclusion that close to 80 percent of them have at least some aggression or violence. Another research shows that 85 percent of the games that are inspected embrace a lot of acts in
In conclusion, it has become obvious to the public that video games are a big part of children's lives. It has also been shown in studies that exposure to violence in video games can create aggressive behavior, and can possibly even lead to violence at home or in school. The solution to this problem is not easy, but one short-term solution is for government regulation of game sales. If the government forces retailers to keep track of which games are being sold to minors, then children wouldn't be able to purchase violent games. Because video games already have a rating system, it would only be necessary for retailers to ensure that under-age children were unable to purchase games with a rating higher than their age limit. the least they can do, and is also a necessary responsibility as a parent. This also means that they can't just blame game companies for their products if the parents don't do what they should be doing. However, as mentioned before, parents aren't always around to see what their children are getting into. This constant exposure to realistic violence is the final matter to be discussed. It means that children will become less and less shocked at witnessing or experiencing violence, and are thus more likely to cause it. It has been found out that "younger children" tend to have more aggressive behavioral patterns after they play "violent games" than the elder teenagers. On the other hand, a University of Massachusetts psychologist, Dan Anderson, suggests that it's not every child, but only a "small minority" which are easily influenced by exposure to video game violence. Yet,those people which are affected "can cause serious havoc." He also states: One example of a destructive game that I have seen is Mortal Kombat IV. It's a fighting game between two characters in which one of them literally destroys the othe
Some common words found in the essay are:
IV It's, Littleton Colorado, , Dan Anderson, Software Association, Nintendo Sega, video games, University Massachusetts, games popular, violent games, games children, video game, violence research, games contain, children violence, play it's, buy games,
Approximate Word count = 1259
Approximate Pages = 5 (250 words per page double spaced)
|