Violence In Video Games Essay

1665 words - 7 pages

Brennen Diehl
Mrs. Turner
United States History
28 April 2014
Violence in Video Games
What if you could escape into another world where none of the problems in your life mattered. A world where for moment in time you could live a life of adventure and action? That’s the incentive people have to play videogames. In 1961 a MIT student Steve Russell created Spacewar, the first interactive computer game (Kent, 15). The first big console video game to be invented was Pong in 1972 (infostory). Videogames have advanced greatly since the 42 years of its creation, and so have many growing controversies. Its no surprise that videogames have become more and more violent with age and growing technology, but the growing concern is whether it’s making players more violent. Many parents believe that these “violent” games are desensitizing kids and making them more prone to aggressive acts and violent thoughts, but aren’t these kids simply playing a game? The argument that video games result in children becoming more violent has been disproved in studies, ignores the positive affects of videogames, and is managed by the Entertainment Rating Software Board (ESRB) rating system. Videogames do not make players more violent or aggressive in behavior or attitude.
“Psychological study’s purporting to show a connection between exposure to violent video games and harmful effects on children do not prove that such
Diehl 2
exposure causes minors to act aggressively” (Scalia). This is an official statement made by a Supreme Court justice, reporting on the finding of United States government. While some continue to link violence with video games the issue is solely based upon their opinion, and the government has done extensive tests to come to their standing on the issue. This quote from Scalia highlights the government opinion that connecting video games and violent behavior to be untrue and false based on the governments studies. Players have frustration when playing video games because of issues in completing the game rather then the violence seen while playing it (Paul). This study shows that the players have a goal they are focusing on and are trying to achieve, rather then focusing on the violence they see. Without violence in video games it could be assumed that the frustration and stress would still happen to the player. Repetition resulting in failure is seen in everyday lives like being late to something important on a regular basis, which would lead to frustration to everyone involved. From 1995 to 2008 juvenile violence crimes have declined 49.3%, while violent video games sales have grown. In 2008 six out of the top ten video games sold that year were rated M, for players 18 years or older (Videogames.procon). The statistics show no connection between youth acts of violence and the growth in violent videogames, it in fact shows that the opposite is happening children are becoming less violent. With the steady rise of violent video games...

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