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Violent Video Games And Their Effects On Adolescents

923 words - 4 pages

“According to data recently released by The NPD Group, in 2012, U.S. video game software sales reached $6.7 billion (174.8 million units) and computer game sales were $380 million (13.2 million units)” (Improving Economy). To many, the violent video game industry has turned all adolescents into mass murderers. However, they’re absolutely wrong. Very seldom do adolescents who play violent video games commit acts of violence, and the ones who do usually have a mental disorder. Instead of blaming the tragedies that occur on violent video games, the news media should explain to people that a large percentage of young males play violent video games, indicating that the two are uncorrelated. They should alternatively research other possible solutions to the crisis. In lieu of negatively affecting people’s lives, video games could potentially improve their lives!
School massacres have become more prevalent in this last decade. As part of the police investigation that concludes the shooting, they look for a motive. The first thing that people are frequently told from the news media is that the suspect’s motive was from playing a violent video game, not that they have a mental illness that may have caused them to execute their mass murder. Sane players of video games grasp the fact that they are playing a video game. “Their ability to distinguish between fantasy and reality prevents them from emulating video game violence in real life” (ProCon). Whereas people who have a mental illness, such as schizophrenic Adam Lanza who was the shooter in the Sandy Hook Elementary, are unable to determine the difference from what is real and what is not real. As a result of this, they have no idea the amount of misery they force people to endure in their lives because they think it’s all a game. However, this is something they have no control over. “Each person who committed mass murder typically experienced a period of mental decline over a year or more” (Hillshafer). A year and a half before Seung-Hui Cho had shot up Virginia Tech, a judge ruled that he should be treated as an outpatient for mental disorders. Another sign that Cho had a disorder was “his violent writing in school assignments and awkward social behavior” (Hillshafer). The massacre that he committed could have easily been prevented had others around him not been ignorant. The reason for these shootings is not video games; it’s the mental disorders that the shooters usually have.
Instead of hindering society, violent video games surprisingly aid adolescents. “The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales...

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