Final Research Paper
March 17, 2016
The Video Gamers with mental sickness are the ones responsible for performing such violent actions in public, not the violent video games themselves. It’s a good thing though that people who sell video games in stores, such as GameStop and Wal-Mart notifies the buyers not just the game is rated, but what the games contains so the buyers with mental illness would think twice before they even buy it. All video games with mental illness are to be looked after by their closest ones, so they will not do anything violent in public.
Critics who mostly do not have children who play video games argue that violent video games are the ones responsible for making, ‘monsters’ out of young gamers in their homes. They do not even know that young gamers with poor mental health issues are the people that should be focused on. From a Flare Magazine in Canada that has an article named, “Violent Video Games Influence Children to Kill’”, most people especially the parents, believe that their children who play video games, makes the kids think that it is all right to kill. To elaborate this argument, Dr. David Grossman states in his book that some video games like Call of Duty, Battleship, and even Halo resembles military marksmanship training devices that makes young players that they already on war and attacks any nearby civilians with little to no empathy (Flare, 2011). For this reason, these people argue that video games that considered bad to young children for what the games can actually do to them and insisted that games should not be played at all. However, while these people insisted that video games should never be touched for what they can do to the young gamers in real life, what they have yet to focus on the young gamers who have mental illness, and the doctors and researchers should more on how do violent video gamers affect people’s brain functioning and their aggression onto everyone else around him. Both the parents and the researchers should focus on young gamers who have mental illness, in hopes of less violence in either in their homes or in public.
Aside from some the popularity of the violent game, such as Mortal Kombat, “The ESRB ratings work: 85% of parents understand the system.” is about since 1994 when the ESRB Rating System was created due to extreme violence and blood in video games (Agnello).
There may be many games that contain violent content, which actually has far more violence than the games itself are been from not just being sold to the U.S., but to some foreign countries as well, but technically not all of them, however. The level of violent crime in foreign markets is significantly less than it is in the U.S., mostly concentrated on the individual’s background, such as understanding the cause of any crime through the accessibility of weapons and other factors. Even though over 90% of parents are around when their children are both buying and playing games from stores, such as Game Stop, 10 largest video game markets global have yet to find any connections between gaming consumption and gun-related deaths. There is also no scientific research that validates a link between gaming and violence, not even some researchers could even identify the link either.
Everyone have the freedom to use video games, no matter the violence it contains. There are people are against violent video games, because of how it may mentally affect their children. (Flanagan)
The ESRB Rating System is doing its job with people cooperating to the young gamers and their parents of both the age ratings to know the kids’ age level and the content descriptors to know what contents are going to be in the game, aside from a certain age to be reached before playing. This may also prevent the children from even accessing the mature content without parental approval, while simultaneously providing the parents with information on what certain games those are appropriate for their kids to play (Kain). People who played violent video games did not show increase their anti-social behavior, people who play prosocial games that are not as violent, these individuals are reported to be more cooperative. (Schlafly)
It’s highly recommended that parents should find the evidence of that one links between violent behavior and violent video games; don’t just wait until it arrives at them, because it may be too late for both them and their children. (Spelman) Parents should really do in order to keep watch of their children if they were to be playing violent video games. Parents should really be involved in this because it’s their children and they should know what video games and make sure that they’re allowed to play or not. (Walsh)
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Agnello, Anthony John. “The ESRB ratings work: 85% of parents understand the system.” 14 Feb. 2013. Web. 24 Sept. 2015.
Entertainment Software Association “Essential Facts about Games and Violence,” 2013. Web. 19 Sept. 2015.
Flanagan, Jack. “Violent Video Games Promote Antisocial Behaviors.” Violent Video Games. Ed. Roman Espejo. Farmington Hills, MI: Greenhaven Press, 2015. At Issue. Rpt. from “It’s True: Violent Video Games Turn You Into a Jerk.” The Kernel (30 Jan. 2014). Opposing Viewpoints in Context. Web. 18 Feb. 2016.
Kain, Eric. “Violent Video Games Do Not Cause Violence.” Violent Video Games. Ed. Roman Espejo. Farmington Hills, MI: Greenhaven Press, 2015. At Issue. Rpt. from “The Truth About Video Games and Gun Violence.” Mother Jones (11 June 2013). Opposing Viewpoints in Context. Web. 18 Feb. 2016.
Schlafly, Andrew L.”Game Over for Childhood? Violent Video Games as First Amendment Speech,” Rutgers Computer & Technology Law Journal, Fall 2012.
Spelman, Paul B., et al. “The Video Games Rating System Is Effective.” Violent Video Games. Ed. Roman Espejo. Farmington Hills, MI: Greenhaven Press, 2015. At Issue. Rpt. from “Brief of the Cato Institute as Amicus Curiae Supporting Respondents.” (Sept. 2010). Opposing Viewpoints in Context. Web. 19 Sept. 2015.
Tear, Morgan J., and Mark Nielsen. “Failure To Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior.” Plos ONE 8.7 (2013): 1-7. Academic Search Premier. Web. 19 Sept. 2015.
Teitell, Beth “Violent Video Games Put Parental Judgment to Test,” Boston Globe, 7 Jan. 2013.
Walsh, D., Gentile, D., Walsh, E. & Bennett, N. (2008). Video games cause aggressive and violent behavior in youths. In L. Almond (Ed.), School Violence (81-90). Detroit: Thomson Gale.