We see a lot of violence. As high school students, as Americans, as humans in today’s society, we are all almost certainly exposed to violence on a daily basis.
On TV, crime shows and dramas feature serial killers and violent deaths that would have caused shock and horror in generations past. At the movie theater, movies like Kill Bill and Ninja Assassin showcase blood and gore every other scene. The taking of life is no longer presented as a terrible loss or an earth shattering event but merely as background noise to an exciting story. Violent acts have become too commonplace in our sources of entertainment.
Especially in video games, violence is rampant and everywhere. In the most popular video games today, games like Call of Duty and Grand Theft Auto, violence is the main activity players perform. Whether players are shooting at the enemy or beating up a hooker or even shooting a deer in Big Buck Hunter Pro (comes with not one, but two plastic rifles) violent acts have become too commonplace in our sources of entertainment.
The most disturbing is the violence that appears in video games. In movies and tv shows you are, at least, somewhat detached from the act itself. In video games you are actually doing the shooting/beating/blowing up.
When playing a video game containing violence (and studies have found that over 85% of video games contain some violence and almost 50% contain serious violent actions) players are rewarded for performing violent acts by moving up a level or gaining new assets or tools. Science has shown that the very active nature of playing violent video games is having some frightening effects.
Gamers spend an average of 8 hours per week playing video games, according to the Entertainment Software Rating Board. But according to a study done by the University of Iowa, all it takes is 20 minutes of playing a violent video game to cause gamers to have lessened reaction and decreased heart rate to scenes of violence. This shows rampant desensitization in our generation that should cause shock and alarm.
Parents continue to buy their children these games, regardless of the rating. Not that anything besides the rating in the marketing of these video games would suggest that they’re inappropriate for children. They’re presented as fun, fast-paced adventures where you get to play the hero, taking out bad guys however you see fit.
In the actual playing of these games violence is presented as justified, consequence-free, and fun. Players gain positive emotion incongruent with normal negative reactions to violence.
These studies have also shown that playing a violent video game makes it easier to access aggressive thoughts and feelings. In one case involving primary school children it was found that those who played more violent video games were more likely to get into fights with other children.
The Video Game Industry defends themselves against these findings by saying that violent video games don’t make people aggressive, they merely attract already aggressive people. They also contend that video games containing violence are actually good for you because they allow you to release pent up aggression.
The Video Game Industry is like the Tobacco Industry in this way, making arguments against science to defend their findings. When studies first started showing that smoking cigarettes causes lung cancer, the tobacco industry scrambled to defend their product. But just like cigarettes didn’t stop killing people, violent video games won’t stop people from viewing killing people as something less than it is.
A more aggressive, desensitized future? Does that sound good to anyone?
Video games are only getting more violent. Every year, higher quality, more realistic graphics are available. Every year more players buy powerful desensitizing tools in the form of these video games. Every time they sit down to play they will be re-enforcing a growing belief that death and violence are commonplace and mundane.
The fact that parents even let their children play these games is worrying. If playing violent video games leads to kids viewing violence as no big deal then this means huge consequences for the future America. These video games, coupled with machine Nerf guns and Law and Order, all contribute to a major wave of desensitization. We’re human beings, and the killing of another human being should affect us. Who’s to say that it will in 50 years? If the amount of violent content we’re viewing keeps rising, who’s to say that it won’t?
I’m not saying that violent video games cause violence. What I am saying is that they change the way we view violence. When it comes down to it, I only ask parents to be more conscience of the future they are creating by purchasing their children games which contain violence, and game players to be conscience of the content and meaning behind a game. Who needs Grand Theft Auto when you could play Mario Kart?
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Alan • Jul 26, 2011 at 11:03 am
Blatant ignorance and pseudoscience, citing these “studies” would help people come to their own conclusions rather than reading through your bashing of the video game industry.
I would have to wonder if you have any first hand experience, more than what you have read in articles and reviews of games.
“beating up a hooker” in Grand Theft Auto this action isn’t mandatory and I believe it speaks more about the individuals tendencies.
Also you AREN’T the person performing these actions, you are controlling a digital character
Dawn • Mar 16, 2011 at 7:52 pm
Keep in mind that studies (citation next time) only show what they’ve been specifically designed to address. A study that shows a person can become temporarily desensitized to violence after playing a violent video game only shows that and nothing more. It doesn’t tells you what happens an hour after playing the violent game or whether there are any long term effects on a gamers perceptions of violence.
Another thing, the problem with not citing the studies you use to support your argument is that readers have no chance to examine the study itself. The one that relates violent games to playground violence for instance, how can I decide if that’s a meaningful bit of information if I don’t know who funded the study or if it had proper peer review? How do I know they took a good look at the children’s families to ensure the video games were actually a cause rather then simply a correlation (It could be that the child’s violence is a sign of neglectful parenting and THAT’S the root cause but neglectful parents let their kids play inappropriate and create a red herring the study may not have addressed).
Not a bad piece but a long way from a persuasive argument.
Bridget • Mar 13, 2011 at 10:04 pm
This whole thing is some seriously ignorant garbage.
In the most popular video games today, games like Call of Duty and “Grand Theft Auto”
Not only is Grand Theft Auto not “one of the most popular games today” But only one Grand Theft Auto game has made the top 10 popular game list on Gamefaqs. It’s only most popular among ignorant people trying to misrepresent what the average video game is.
“and studies have found that over 85% of video games contain some violence and almost 50% contain serious violent actions”
What studies? What is a serious violent action? I’m guessing cartoon violence is counted in this percentage, and even then it’s hardly believable. Given that currently most game being put out in terms of number are for the Wii system, and most of those do not involve any real violence or even cartoon violence, I can’t help but feel this statistic was pulled out of someone’s ass. Probably pasted from an even less trustworthy source.
and for those that don’t know, cartoon violence means things like Mario jumping on a goomba and turning him into a pancake shape, or hitting Bowser in the head with a giant toy hammer to make coins fly out.
There isn’t a credible source to found in this…it’s asking you to accept things as facts with no basis. The fact is, all properly done experiments have shown data completely to the contrary of the point he asks us to take for granted. It’s appealing to emotion rather than fact, which is inappropriate. Any objective view of this and you’ll realize it’s only worth as a piece of writing is to show students what not to do.