Game Violence

A detailed Summary of Game Violence


You open your eyes to a narrow hallway with various passages opening to the left and right. The walls seem to be made of some pseudo-stucco material. You ignore the passages as you head forward to the opening at the end of the hallway. A spacious chamber opens up before you, with three passageways that open to the left, forward, and right respectively. After a few steps forward, you turn around and see another floor above the original hallway you came in, about twenty feet up. There are ramps from the left and right heading up towards it. At the foot of one of the ramps is a small white box with a red cross on it. As you walk closer to inspect it, footsteps are heard coming from behind you. You spin around to face a man of generic description toting a sinister looking modified chain gun. Before you can say anything, he opens fire, unloading three or four rounds into you. Time to take evasive action. You backpedal to the right, arriving at the white box. You feel instantly healed. Turning, you sprint back into the hallway you came in from, dodging left and right to avoid flying bullets. The second right takes you into a small windowless room with nothing but a low-powered handgun and some loose clips littered about the floor. It wi


My belief is still firmly pro video games, even disgustingly violent ones. Millions of people play, have played, and will play a number of violent video games in their lifetime. Video games are not to be blamed. Saying video games are to be blamed for recent violence is like saying throwing a match into a condemned building is what originally blew it up, not the twenty pounds of C4 planted on the foundation. Also, ratings are made for games, and minors no longer purchase violent games. So check the rating and everyone loves each other again.

ll serve its purpose. The gun seems heavier than it should be as you slam a clip home and take an ambush position to the right of the door. The man barges in and misses seeing you. You take careful aim and unload eight rounds into the back of his skull. As he falls to the ground in his final death throes, the words 'Falco_Lombardi fragged NeoNess101 with a handgun' appear at the top of your vision. You smile to yourself and pick up his chain-gun, ready now for anything.

This is the type of rush most gamers get playing an online multiplayer first-person shooter such as Quake III, Unreal Tournament, Half-Life, or classic DOOM. But can these games be destructive to mental health? Can they actually desensitize people to the point where they cannot tell the difference between reality and virtual reality? The evidence will be presented for it, the evidence agai

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Approximate Word count = 947
Approximate Pages = 4 (250 words per page double spaced)

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