This website uses cookies to ensure you have the best experience. Learn more

Violent Video Games In The Twenty First Century: The Truth

1750 words - 7 pages

“Public policy is being fashioned on an anvil of fear” (Kim 65). Fear is a form of societal control when harnessed for such a purpose; when abused, it sets moral (as well as immoral) panic to the public mass. When fear is harnessed for good intentions, as in religion, the fear of God and Hell promotes moral behavior. However, in the case of the Columbine Massacre, fear was spread like wildfire across the nation, catapulting it into the panic that would come to point fingers at any half-truth. The nation would come to see a cause for teen violence where there was none. Fear, in this case, would result in one of the many half-truths that are still heavily debated to this day. Although this half-truth regards video games resulting in teenage violence, the effects of video games on children and teenagers do not generally result in future adolescent violence problems.
The relation between teenage violence and violent video games covers an immense area for argument. A video game’s content is what makes it questionable, labeled as ‘violent’, or both. In fact, debates often center on provocative or objectionable material, such as full or partial nudity, criminal behavior, or violence. Video games have been studied for links to aggression or addiction, which for many, are the same. Children are looked upon as highly impressionable in relation to violence, and when video games are brought into the mix, assumptions are made that lead directly to violent adolescents. What happens when these assumptions are questioned? In a survey presented by the Entertainment Software Association in 2005, most sales were for video games rated E for Everyone. The second most amounts of sales made (32%) were for games rated T for Teen (Update: Video Games and Violence). Also, in a recent survey completed by the Kaiser Family Organization, approximately half of all eight to ten-year olds stated that their parents have rules about which video games they are allowed to play, and the amount of time they are allowed to spend playing the games (Report: Generation M2: Media in the Lives of 8-to 18-Year-Olds). When the assumptions mentioned afore are questioned, the facts start to present themselves.
Although children and teenagers spend a vast majority of their time each week playing video games, these games help them in unique ways, especially in the area of optical care. Professor of brain and cognitive sciences at the University of Rochester, Daphne Bavelier has proved through an intensive study that action (typically associated with violence) video game players improve their ability to perceive fine differences in contrast by fifty-eight percent (Sherwood). Bavelier sights options that would usually be required for such a change, like eye surgery – “somehow changing the optics of the eyes” (Sherwood). In the seven hours and five minutes children and adolescents spend every week (Report Generation M2: Media in the Lives of 8-to 18-Year-Olds) playing violent video games, on...

Find Another Essay On Violent Video Games in the Twenty-First Century: The Truth

Systems Thinking in the Twenty-First Century

2688 words - 11 pages Systems thinking is an important factor in solving global problems. The twentieth-century has witnessed the development of a systems paradigm and different spheres of systems knowledge. However, further development of systems thinking necessitates overcoming the contradictions between different schools and unifying them into a single systems conception. With this in mind, systems problems are examined in light of the theory of knowledge. It is

The Twenty-first Century Woman Essay

1168 words - 5 pages built for such pressures. But the twenty-first century women had something to prove. Until recently women were not allowed to be doctors (Stone 1). In the medical field women usually would not surpass being a nurse, and that itself was a hard position for a women to withhold. With the recent push from women to get out the house and into the work place there has been a slight change to the game plan. More and more women are pushing their minds a

The Twenty-First Century Distraction

3413 words - 14 pages it? Because technology rapidly reinvents the world, changing people, culture, and society, individuals have been able to be more efficient and productive with their work time, therefore making time to engage in leisure-related activities. In the twenty-first century; however, technology is a “doubled-edged sword” slicing through once time-consuming tasks, but also distract people from responsibilities. One of the most profound negative

The Truth About Video Games

1509 words - 6 pages cause violence; however, drug addiction, murders, and victims of bullying are at an all the time high in the twenty-first century and I believe violent video games are the cause of this matter. Video games create stimulation in the brain that provokes addiction, bullying, and aggression that turns into violence. For hours at a time, young adults and teenagers glue themselves to a screen and play video games constantly. Young boys can engage in

The Truth About Video Games

1708 words - 7 pages The Truth about Video Games Since the industry of video games has been around, people have been skeptical about video games and their effects to our society. People are so used criticizing video games, claiming that they only corrupt our families, ruin our social lives, and make us and our children more violent. People that are against video games also claim that spending your time reading books is a better and more beneficial alternative. But

Economic Globalization and the Law in the Twenty-first Century

7734 words - 31 pages (Blomley, Delaney, and Ford, 2001). The early years of the twenty-first century witness a startling variety of new legal forms and regimes which sometimes differ substantially in nature, content, scale, and operation from the largely state-based system of governance of the past several centuries. A multiplicity of other sites of governance complement, supplement, or compete with the state, hence the term "governance" instead of "government." While

U.S. Automobile Manufacturing in the Twenty-First Century

1807 words - 7 pages relations will become very important when automobile industries increase the number of expatriate workers. How the human resource and managerial environments of automobile manufacturing firms in the twenty-first century differ from the same environments in the 1970s. During the 1970s, the automobile industry faced several challenges such as high interest rates, high inflation, and the energy crises (The Gale Group, 2013). In addition, global

Criminal Identification Procedures in the Twenty-first Century

1394 words - 6 pages As the unrelenting technology of our time evolves; it frequently makes you think that it could make our lives better or easier somehow. And to finally come to an understanding; what did not get accomplished before, still did not get done after technology. You still do not have enough time in the day to spend with your kids and get everything done. The agencies' that are enforcing our laws, live this dream everyday, not enough man power or

Looking for Love in the Twenty First Century: Online Dating

2402 words - 10 pages Online dating has become a hot trend in today’s society with numbers of sites and memberships growing everyday. “First, individuals do no have to leave their homes or workplaces to date… Second, the anonymity feature of the internet allows individuals to participate privately in dating without the oversight of others or the fear of stigma. Third, interactive online dating allows customers to experience new forms of interaction… Fourth, online

The twenty first century masculine feminist

1853 words - 8 pages roles. The twenty first century feminist is not a woman who wants equality between genders by being called passive or supportive. The new feminism is represented by a masculine feminist who embraces her femininity and is not afraid of being aggressive, assertive, independent, and competitive. In a male dominated world, being a masculine feminist has been the only alternative to be considered a leader and even though most societies have been based in patriarchal backgrounds, leadership is not a role only for men anymore.

Should Violent Video Games Be Banned In The United States

724 words - 3 pages With video games being one of the most beloved pastimes of the 21st century, the market will continue to grow with each company trying harder and harder to outdo each other. This constant battle leads to better, more advanced and visually appealing games, but at what cost? Are minors being desensitized to violence in real life? Many parents believe that violent video games should be banned from the United States completely, although for

Similar Essays

The Truth About Video Games And Violent Children

1435 words - 6 pages relate to criminal violence or real world violence in any way, and the tests for aggression are not yet proven to be accurate (Vitelli).In a short term study where some kids played violent video games for twenty minutes and some played nonviolent video games for twenty minutes three days in a row. The kids that played the violent video games showed more aggression, but that does not mean they are violent (Etchells). The kids are given more freedom

Communication In The Twenty First Century Essay

1694 words - 7 pages Zenger to reveal to the colonists that their money was being sent overseas to Great Britain to support that country rather than for the good of the struggling colonies. He was tried for sedition and found innocent since he told the truth. Truth is the defense (Emery). In this century, the century of communications, the reader is hard pressed to find the truth especially with the advent of the internet with more and more persons relying on the

Racism In The Twenty First Century Essay

1040 words - 4 pages Rim Mekonnen Racism in the Twenty-First Century 1. Throughout the history of the United States, whites dominated society by making laws that limited the power of minorities such as Hispanics, African Americans, and Asian Americans. For hundreds of years, whites controlled minorities using laws and mind games to make sure these minorities never rose to threaten their control. In the 1950s and 60s, Congress passed laws to protect the civil

Consumer Culture In The Twenty First Century

1350 words - 5 pages has changed from the 1950s to the twenty first century. In the 1950's the wealthy upper class people were the ones who had the luxury items and they could flaunt what they had. But if you were a middle class person who had luxury items you had to be very subtle about it. If you flaunted what you had you were frowned upon by other people in society because luxury items were lightly tainted with shame. In the 21st century it is completely the