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Picture of KatherineTheGreat
Registered: November 20, 2005
Posts: 41
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Does anyone here think that video game violence is a cause of teen violence or influences teens in a bad way?


It was we, the people; not we, the white male citizens; nor yet we, the male citizens; but we, the whole people, who formed the Union.... Men, their rights and nothing more; women, their rights and nothing less. ~Susan B. Anthony
Picture of Shade
Registered: December 27, 2006
Posts: 3969
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Well done.


...a Wandering Star for whom the black darkness has been reserved forever...
Picture of Jenos
Registered: May 03, 2003
Posts: 8901
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Alright, so I found the paper.

Keep in mind I wrote this 3 years ago or so, and is not really an accurate display of my current writing style or research.

Also, this paper is a non-thesis paper, meaning I don't take a stance on it, I just present the information and let the reader make the decisions for themselves.

All ideas and opinions not cited copyright Alexander Morgan, 2004-2007. Here we go.

Many controversial and intense arguments rage today concerning the limits on violent video games available on the market. Many people feel that the games are too violent and need to be restricted, and others believe that restricting video games is an infringement of their First Amendment rights. But the public needs to know about the content of such violent video games and that more stringent limits need to be brought into place to control the development and sale of such products.

The specific argument concerning the limits of video games is that violent video games are harmful for kids because they lead to aggressive thoughts and actions. This statement can be substantially supported with research concerning the relation between violent video games and behavior in children, numerous examples of children acting out in aggression, supposedly because of video games, statistics, and opinions from professionals. Limits that can be brought into place can concern development, making them less violent, or sales, so that selling or renting violent video games is much more stringent. Either limit, if implemented correctly, could substantially reduce the amount of aggression in children due to violent video games.

The connection between violence in video games and aggressive behavior shows that strong violence in video games causes aggression in children. But some professional analysts are still unsure whether aggression is innate or learnt - “There are arguments over whether aggression is innate, or learnt” (Frith 5). Research shows children have negative reactions to violent media because it can encourage aggressive behaviors and desensitize them to real violence. “Research in the past has suggested that video games limit people’s ability to feel compassion and sympathize, but their relationship to violent behavior continues to be investigated” (“Video Games Affirm Violence…” 1).

Several extremely violent video games available for sale are examples of games that could affect the minds of children. The main example when people refer to violent video games, Grand Theft Auto: Vice City is the epitome of wanton and pointless destruction, murder, and violence. The player drives around killing, robbing, committing various other crimes, and getting rewarded for it. In another very violent video game, Manhunt, the player’s only objective is to kill everybody that he sees - the more violent and gruesome ways, the better. Mortal Kombat is a game with no plot line and nothing else to do but select two characters and see who kills the other first in the most vicious way. In State of Emergency a riot breaks out and it is the player’s job to damage as much property and maim as many people as possible. In Hitman 2, the player becomes an assassin, with a “lethal arsenal at your disposal to make every killing an experience to savor.” With such violent content in video games available on today’s market, it is time that limits be brought into place to control such games.

Numerous examples exist of teenagers becoming violent and the actions being at least partially blamed on violent video games. For example, in 1997 Michael Carneal killed 3 girls in a school shooting in Paducah, Kentucky. The offense lawyer asserted that years of exposure to violent video games and movies made Michael pull the trigger. “Joshua Buckner, 14, and his stepbrother William, 16, from Newport, Tennessee, shot dead Aaron Hamel, 45, and seriously injured Kimberly Bede, 19, on 25 June of 2002” (Frith 5). They said they did not want to hurt anyone; they simply wanted to emulate their favorite computer game, Grand Theft Auto. Also, Joshua Cooke, on February 17th, 2003, shot-gunned both of his parents to death in his home. There was no apparent reason for the murder, but officials believe it was partially due to Joshua’s strong affinity for violent video games and movies. These are several shocking examples of children committing horrendously aggressive acts of violence, and in all instances violent video games were a major factor.

The fight for limits on violent video games spans from private lawsuits to government bans. “The Grand Theft Auto series is the subject of a $246 million lawsuit filed in the United States by families of two people shot by teenagers allegedly inspired by the game” (AP-Violent Computer Game Banned 5-C). This is the most major lawsuit involving video game violence. Due to a recently passed law, it is now illegal for stores to rent or sell violent video games to anyone under 17. But the violence mentioned in the law is only strictly defined as being violence against law enforcement officers, so games that have other kinds of violence go unchecked. The IDSA then filed a lawsuit against the law, saying it is unconstitutional and violated the First Amendment. The computer game, Manhunt, has become the first video game banned in New Zealand, stating the violence would corrupt anyone of any age. This amount of concern over violence in video games shows that violent video games need limits and controls.

Although the 1st Amendment is the strongest defense for the video game industry, the argument against it will cause it to fall. “The 1st Amendment’s not an absolute” (Copeland A3). If research shows that violent video games cause people to hurt others, there is a case for an exception. If it can be proved that violent video games cause aggression in children, the 1st Amendment will be have to be rewritten. This shows that the First Amendment isn’t a shield that the defense can hide behind and that control of violent video games is important enough to make revisions to the First Amendment.

Some of those wanting to put limits on violent video games want to prove the graphic nature of the game itself negatively affects the behavior in children and want to restrict violent video game sales to minors altogether. “Viewing entertainment violence can lead to increases in aggressive attitudes, values, and behavior, particularly in children,” (White B.05) six public health groups say in a joint statement before court. New brain research indicates that teenagers’ brains are still developing and that they may store violent images as real memories. Repeated exposure to violent video games could alter a person’s personality structure by the creation and heightened accessibility of a variety of aggressive knowledge structures. This could result in consequent changes in everyday social interactions. “Many researchers contend that video games are different from [other forms of media] because the games’ interactive nature, in which a player assumes an identity and becomes an active participant, unlike the more passive experience of just watching or listening to the others” (MacPherson A.1). “Children’s brains process these video games in a different way from adults’. They cannot differentiate between fantasy and reality, so they play these games and think if they do the same thing in reality, it’s okay, there will be no consequences” (Frith 5). This disturbing research alone should convince the public that violent video games should not to be taken lightly and should have limits imposed on them.

The rest of those wanting to put limits on violent video games concern not the amount of violence in video games, but the already existent limits in the development and ratings system of graphically violent games. First of all, violent video games and movies should be marketed to adults only. And if parents buy games for their children, parents need clear labels on these products so that they know exactly what their content is. Parents are buying video games for children either because the kids talk the parent into it, or that the parents don’t know much about technology and are intimidated by it. Instead of fining $500 to anyone who sells or rents violent video games to anyone under 18, the better solution is for the video game industry to continue to educate parents about video game ratings so that that can make informed judgments about the games they permit their children to play. “Video game are often used as a scapegoat for people who are interested in shirking responsibility,” (Janes A.01) Hal Halpin, president of the IEMA (International Electronic Media Association) says. This supports the argument that even if the violence in games can’t be controlled, the people who buy such products for themselves or for their kids need to take be informed of exactly what content is in such video games.

An overwhelming amount of statistics explains the issue is not the violence in video games, but the limits that are imposed on such games. Out of 396 mainstream T-rated (intended for teens: 13+) video games available in 2001 and 81 random games watched: 94% of games listed violence on the content labels, 14% profanity, 15% sexual themes, and 2% tobacco or alcohol. Among games researchers viewed, 20% of games with sexual content actually listed it on the label, 17% profanity, and only 1% with depictions of tobacco or alcohol.

The parent’s responsibility in controlling and limiting the games their children play is to put forth their own limits to restrict their children from playing negative and violent video games. In 2003 the NIMA (National Institute on Media and the Family) conducted an annual report on video games. The survey found children are playing more violent video games without their parent’s knowledge. 39% of U.S. children under 6 have played video games, 77% of that watch television by themselves, and 71% ask freely for movies. Out of 600 parents in a random survey, less than 5% of parents are aware of the content of video games they buy for their children. 95% of those parents buy them for their kids without knowing their content. “83% of the games played by children, including the ugliest title, are bought for them by adults” (Hiawatha E6). “According to the FTC (Federal Trade Commission) earlier this year, 69% of teenage shoppers could easily buy M-rated games without being accompanied by a parent” (Hiawatha E6). 60% of Americans – 145 million people – play video games; adults buying 9 out of 10 games sold in the U. S.

The violent content in video games is vast, and its connection to aggressive behavior in children is well researched. The limits already imposed on violent video games are few and lack needed details that create loopholes. Parents are uninformed of the purchases they make for their children. Content labels on video games are shoddy and need better management. Clearly new and stricter limits need to be brought into place to control the development and sales of violent video games.

Works Cited

Associated Press. “Check Video-Game Violence.” Christian Science Monitor 10 Dec. 2003: 8. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 18 Feb. 2004 http://www.umi.com/proquest/

Associated Press. “Violent Computer Game Banned.” The Charleston Gazette 13 Dec. 2003: 5-C. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 19 Feb. 2004 http://www.umi.com/proquest/

Copeland, Larry. “Battle Over Violent Video Games Heating Up; Washington State May Help Define Limits on Sales to Children.” USA Today 29 Jan. 2004: A3. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 13 Feb. 2004 http://www.umi.com/proquest/

Fleming, Alexandra. “The Video Generation; What Effects Do Games Have On Children? Opinions Differ.” The Washington Times 9 March 2003: D.01. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 14 Feb. 2004 http://www.umi.com/proquest/

Frith, Maxine. “’Grand Theft Auto’ Creators Sued for $100m over Killing.” The Independent 20 Sep. 2003: 5. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 18 Feb. 2004 http://www.umi.com/proquest/

Grossman, Lev. “Danger in the Dark.” Time 1 Dec. 203: 105. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 17 Feb. 2004 http://www.umi.com/proquest/

Hiawatha, Bray. “Some Say You’d Better Watch Out for Violent Video Games.” Boston Globe 17 Dec. 2003: E-6. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 18 Feb. 2004 http://www.umi.com/proquest/

Hughes, John. “Video Game Violence Isn’t Harmless Fun.” Christian Science Monitor 12 Nov. 2003: 9. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 18 Feb. 2004 http://www.umi.com/proquest/

Ith, Ian. “Judge Blocks Law Restricting Sale of Violent Video Games.” Seattle Times 11 July 2003: B.1. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 14 Feb. 2004 http://www.umi.com/proquest/

Jackson, Derrick Z. “A Small Plus, Big Minus to Video Violence.” Boston Globe 30 May 2003: A.23. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 15 Feb. 2004 http://www.umi.com/proquest/

Janes, Thoden K. “Alleged Plot Stirs Debate on Videos; Did Violent Computer Games Inspire Teens?” The Record 9 July 2003: A.01. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 16 Feb. 2004 http://www.umi.com/proquest/

Johnson, Paul H. “Action In Video Games Is No Cause For Alarm.” The Record 20 July 2003: O.4. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 16 Feb. 2004 http://www.umi.com/proquest/

MacPherson, Karen. “Bill Would Shield Kids From Graphic E-Games.” Pittsburgh Post-Gazette 23 July 2003: A.1. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 19 Feb. 2004 http://www.umi.com/proquest/

Perl, Peter. “’I Don’t Think They Deserved It’; Paul and Margaret Cooke Didn’t Know the Harrowing Story of Their Son’s Life Before They Adopted Him, or Understand the Rage and Self-Loathing Roiling Within. If Only They Had.” The Washington Post 30 Nov. 2003: W-16. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 19 Feb. 2004 http://www.umi.com/proquest/

Schoonmaker, Mary Ellen. “Deadly Games?; A Parent’s Journey Through Murder and Mayhem in Today’s Most Popular Video Games.” The Record 20 July 2003: O.01. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 13 Feb. 2004 http://www.umi.com/proquest/

Stafford, Renee. “Violent Video Games Could Use Limits.” USA Today 18 Feb. 2004: Debate Forum. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 18 Feb. 2004 http://www.umi.com/proquest/

Tanner, Lindsey. “Video Game Labels Don’t Tell All, Study Says.” The Charleston Gazette 18 Feb. 2004: 2D. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 20 Feb. 2004 http://www.umi.com/proquest/

“Video Game Ban.” Scholastic Choices Oct. 2003: 5. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 20 Feb. 2004 http://www.umi.com/proquest/

“Video Games Affirm Violence Among Kids: Study.” Mainichi Daily News 1 Sep. 2003: 1. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 18 Feb. 2004 http://www.umi.com/proquest/

Walker, Tesse. “Birth of a Medium.” Reason July 2003: 57. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 18 Feb. 2004 http://www.umi.com/proquest/

Wazir, Burhan. “Adults Only?: Violence Makes Games ‘Unsuitable For Children.’” The Observer 16 Dec. 2001: 13. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 18 Feb. 2004 http://www.umi.com/proquest/

White, Daphne. “Trapped in the Matrix of Unreal Ratings Systems.” The Washington Post 25 May 2003: B.05. ABI/INFORM Global. ProQuest Direct. Rising Sun High School Media Ctr., North East, MD. 18 Feb. 2004 http://www.umi.com/proquest/

This message has been edited. Last edited by: NightSkyMod,


I like these calm little moments before the storm.
Picture of Jenos
Registered: May 03, 2003
Posts: 8901
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Sure it is. I had to write a twenty page paper on this for one of my classes, and there is more than enough evidence that supports the side that video games do not influence children into being violent, but only making violent children more violent. Thus it is not the video game, but the child that is the problem.


I like these calm little moments before the storm.
Picture of ampmaster
Registered: February 22, 2004
Posts: 13958
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yeah seriously jenos


"The very existence of flamethrowers proves that sometime, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done"."
Picture of freedomordeath
Registered: June 02, 2004
Posts: 8339
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Um. Sardonic isn't the way to be on a thread like this.


Live and Let Live. Love and Let Love.
Picture of Jenos
Registered: May 03, 2003
Posts: 8901
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I played violent video games like Doom and then I shot my friend. I'm in jail now. Violent video games are bad for you.


I like these calm little moments before the storm.
Picture of ampmaster
Registered: February 22, 2004
Posts: 13958
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I play airsoft which is a hell of alot more realistic than V-games and I don't want to go pop any one


"The very existence of flamethrowers proves that sometime, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done"."
Picture of johnnyrotten04
Registered: April 10, 2005
Posts: 226
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it really doesn't, shooting a gun in real life and in a game are two totally different things


I was gonna say something meaniful, I was gonna say something wise, I would have said something that meant something to me, but I lost my train of thought
Picture of lazuliazul
Registered: April 18, 2006
Posts: 10
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I think that if a little kid plays violent video games starting at an early age, than that can be a factor for them to act violent. But there are many other things that go into causing someone to act violent.


The only things we can hold true to ourselves are our own beliefs.
Picture of Cybele
Registered: April 18, 2006
Posts: 10
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I think that if video games "cause violence" or violent tendencies in people, its NOT in teens. Teens are past the impressionable age at which they can learn such drastic behavior from something like a game. If playing video games creates a negative effect which can show up in adolescence or adulthood, its the games that are played by small children.


Today has never happened, and it doesn't frighten me.
Picture of SilverWerewolf
Registered: November 03, 2003
Posts: 84
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Absolutly not. I play Grand Theft Auto, Def Jam, Resident Evil, Unreal Tournament, Silent Hill, and Postal 2 all the time. I know it's all fiction. I have never felt an urge to kill someone because they looked at me wrong or just because I could because of what I saw on a video game, except those poor suckers who blame GTA for their acts of violence.


Arooooooo!
Picture of Jenos
Registered: May 03, 2003
Posts: 8901
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quote:
I play plenty of videogames and could easily kill many people



I rest my case.


I like these calm little moments before the storm.
Picture of gladiator123
Registered: December 01, 2005
Posts: 74
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I hate it when people say that videogames cause violence. I play plenty of videogames and could easily kill many people, I CHOOSE NOT TO. Videogames for me and many of the people I know are and outlet of stress. Stress (which I'll agree with all of you by saying that parents are major cause of stress) is the cause of people going out there and killing people.


"Goodbye, cruel world; I'm leaving you today; Goodbye, goodbye, goodbye; Goodbye, all you people; There's nothing you can say; To make me change my mind; Goodbye" KORN-Another brick in the wall
Picture of ampmaster
Registered: February 22, 2004
Posts: 13958
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I live near columbine (several hours away near but close) and lot's of the crap that came out of it really pissed me off like that movie/book with Micheal Moore "Bowling For Columbine" really pissed alot of folks off. But in the end it was the folks fault maybe if they had spent some more time with their kids....


"The very existence of flamethrowers proves that sometime, somewhere, someone said to themselves, "You know, I want to set those people over there on fire, but I'm just not close enough to get the job done"."
Picture of Euterpe
Registered: September 29, 2004
Posts: 3690
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Parents who didn't see an interest in violent images, gun-toting or bomb-building.

Some parents really are morons and THEY deserve tob e shot, not those poor Columbine victims.


A lo hecho, pecho.
Picture of EarthGoddess
Registered: January 15, 2003
Posts: 3709
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No. It's the parents. Always will be the parents. It really pissed me off when Columbine happened, everyone was quick to blame and point the finger at Marilyn Manson and the video game Doom and nobody ever said anything at all about the parents.
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