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Aubrey L. Snider

Professor Diana Watkins

English Comp 1

9 November 2016

The Dangers of Gaming

In the beginning, God did not create electronic devices; and believe it or not, everything was

fine. Yet now, it seems that these devices are viewed as a necessity. Children cant be entertained

without an iPad, students cant communicate without a phone, and adults just simply cannot get

work done without their computer. Technology has made leaps and bounds over the years, but

the question is: Have we, as humans, been able to keep up? Has technology really been that

helpful, or is it secretly harming us in ways that we dont expect? There is much to explore in the

wide world of technology. Video games are very popular. Many consider the wide range of

gaming scenarios, from educational to sports to violent warfare, to be morally equal. However,

the relationship between violent video games and the recent increased violence in America has

always interested me.

Recently, the news has been littered with stories of mass murders, shootings, bomb threats,

and other forms of violence. Its no secret that actions of mass violence in America have

increased over the years, which is why many are investigating in order to understand and,

hopefully, to curb future violence. Many lawmakers are proposing stricter firearms laws.

However, I personally believe that there is an easier solution: to educate Americas children

about the great responsibility that comes with owning and using a gun. Unfortunately, many

video games have already influenced these children and the mindset they have regarding the
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value of life. It is because of these games potential influences on behavior that I believe it is

vital to further investigate these games and the repercussions that may occur because of them.

When I was younger, video games were simply not even presented as an option for me. My

parents encouraged my siblings and me to abstain from video games, and electronics in general,

and instead urged us to Play with each other!, or Enjoy the outdoors! Now, as a teenager, I

do partake in my share of social media and computer usage. However, I have never played a

violent video game. While at the time I couldnt understand my parents reasoning and

restrictions, I now realize the harm that these games can potentially cause.

But what are these risks? Adults are constantly speaking out about the dangers that these

games present. However, most parents are uninformed. First of all, it is important to define a

Violent Video Game. In my home, this concept was defined by my parents. Growing up in a

conservative Christian household, my mom basically considered any game with a gun in it

violent. I was to steer clear of hunting games, war games, and especially zombie games.

However, studies show that 90 percent of American children play video games, with many of the

games portraying violence in a light-hearted way with no consequences. (Anonymous, 2)

Though I might be in the minority, I am thankful to my parents for providing me with a strong

and stable home life growing up. I might not have experienced a normal childhood growing

up, but I know that I will always have strong morals and a high regard for life. Unfortunately,

many American children cannot say the same. Violent video games have indeed become the

norm in our society and will continue to stay that way unless something drastically changes.

For many kids, violent behavior starts at home. Physical, verbal, and mental abuse are all

contributors to violent actions and behavior. Children start to recognize this behavior as normal,
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and as a result, their activities reflect it. Instead of playing outdoors, these children would rather

sit inside and play a video game. Shockingly, some kids sit for hours at a time, staring blankly at

a screen, oblivious to the world around them.

But are video games directly related to violence? The answer appears simple, but is complex

and controversial. Studies show that there is a direct association between violent video games

and violence. However, there is no proof that these games actually cause physical violence. In

fact, these games actually provoke adolescents and teens to have increased thoughts about

violence. (Anonymous, 2) However, this is still a serious issue. Games like Call of Duty,

Grand Theft Auto, and others are packed with gun-violence, disturbing language, and violence

against women. In a way, these games are influencing or forming many young peoples ideals,

morals, and behaviors.

Since the first Congressional hearing relating to media violence was held in 1952, thousands

of studies have been completed, attempting to understand the relationship between media

violence and real-life violence. (Anonymous, 2) These studies have accessed many aspects of

video game and media violence. They have explored gender roles, age relationships, and others,

just to name a few. Many studies differ, while others remain consistent. However, no matter the

study, it is now known that there is a direct correlation between video games and violence.

Unfortunately, media violence has only gotten worse. Besides video games, movies like The

Hunger Games, Divergent, and others have potentially taught kids and teenagers to celebrate

violence, and to admire the actors who take part in it. In single-parent or non-supportive homes,

children idolize these actors, when they should be idolizing their parents. Their values are

conflicted, and as a result, many kids lash out.


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Though many of these kids just want attention, most do not recognize that the actions they

take are in fact dangerous to themselves and others. In a society where peer pressure is prevalent,

our younger generation is encouraged to partake in whatever is new and popular. Teens will do

anything to fit in, and if it means compromising their morals, many will give in to the pressure.

Thousands of teenagers across the nation are imprisoned in juvenile detention centers, and many

of them could have avoided that outcome.

Despite the known risks, the video game industry is actually prospering. In fact, the industry

is expected to grow to eighty-two billion dollars by 2017. (Mozes, par 5) For companies like

Sony, Microsoft, Activision, Electronic Arts, Disney, and Nintendo, this is great news. These

companies produce millions of games a year and are always following the trends, and in my

opinion, sometimes setting the trends. However, for Americas children, adolescents, and teens,

this news could not come at a worse time. America is quickly becoming a country of entitlement,

and my generation has never known any different.

Though I have portrayed video games in a negative light, I think it is important to note that

not all of these games are bad. Companies like JumpStart are striving to provide a fun,

educational alternative to the otherwise violent and mindless video games. (Wong, 1) For

children with learning disabilities, educational video games keep these kids engaged and provide

an interactive learning environment. However, most kids would much rather play a violent video

game than an educational one. That is why it is so important to educate the American public

about the risks that these games involve. Parents need to open their eyes to the demeaning,

destructive, and overall violent games that their children are playing and start doing something

about it.
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In the end analysis, much of this controversy revolves around values. This controversy did not

begin with video games. Video games are only one of many media expressions of violence, and,

of course, violence certainly existed prior to our technology revolution. Though many would

hope for a solution for video game violence from law, policy, and government, the solution is

found in our homes and families, and the values that are taught there.
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Works Cited:
Mozes, Alan. Violent Video Games tied to Combative thinking in study CBS News, 25 March
2014, www.cbsnews.com, Accessed 10 Nov. 2016
Anonymous. Virtual Violence American Academy of Pediatrics, 18 July 2016,
www.pediatrics.aappublication.org, Accessed 09 Nov. 2016
Wong, Wee. Serious Video Game Effectiveness Academia Digital Library, 13 June 2007,
www.academia.edu, Accessed 08 Nov. 2016

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