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The Influence Of Video Games Essay

1301 words - 6 pages

In the early morning hours of April 20, 1999, the most atrocious high school shooting in history had spawned. Dylan Klebold, 17 and Eric Harris, 18 opened fire at Columbine High School killing 13 innocent bystanders. “In fact, the pair's suicidal attack was planned as a grand — if badly implemented — terrorist bombing that quickly devolved into a 49-minute shooting rampage when the bombs Harris built fizzled” (Toppo USATODAY). Later, investigators linked these misdeeds to multiple video games, including "Wolfenstein 3D," "Doom," and "Mortal Kombat." Clearly, violent video games irrevocably promote violence to its gamers through its vast accessibility, repeated exposure, and the breeding of aggressive behaviors, while video game companies indulge in their own selfish desires at the cost of society’s serenity.
After extensive research, it can be seen that video games are massively available to every age. A person is tremendously prone to spot a video games store, no matter where they turn. In the US alone, the infamous GameStop has over 4,000 stores in operation. Subsequently, the abundance of these stores influences many people into the habit of playing video games with ease. Additionally, juveniles can effortlessly have access to Mature-rated games. In fact, they can merely persuade family members or older friends to purchase an M-rated game for their own benefit, and more than likely, they will. Moreover, the underage adolescents can play with their 18-year-old brother. Whatever goes on behind closed doors is impossible to tell. As a final vivid example, consider that fact that video games stores are corrupt. These retailers sell M-rated games to youth purely for the profit. A study was completed by the Parents TV Council to see how many video game retailers would vend M-rated video games to minors and it stated “K-Mart and Sears had an abysmal 62 percent failure rate” (Parents Television Council). Consequently, the previous information has exposed that anyone of any age can reach video games with diminutive difficulty.
In addition to accessibility, repeated exposure to a certain idea will eventually induce permanent views or beliefs which often involve some degree of violence. Many cases of violence have been traced back to video games. The notorious Lee Boyd Malvo played the game Halo before he sniped down innocent people in Washington, D.C. Likewise, Columbine murderers, Eric Klebold and Dylan Harris loved video games. Researchers later discovered that they exposed themselves to hundreds of hours of violent gameplay. Furthermore, this repetition has caused a notion where one thinks that they can solve real-world problems with the way they do in video games. After being exposed for extended periods of time, they begin to associate violence as part of an everyday and normal life. Besides that fact, these immutably induced attitudes are much similar to the well-known saying, “monkey see, monkey do.” Gamers tend to imitate what they play. ...

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