An argument against the belief that violence in video games leads to increased violence among children or adults.
Written in 2009; 1,962 words; 4 sources; APA; $ 62.95
Paper Summary:
The writer argues that even the most violent video games have educational aspects in specific instances, such as regarding the military, and it is only children who do not understand the line between the fictional video game world and the real world who may take their violent video game skills into life. The writer contends that this is not the fault of the video game or the video game manufacturer, but it should be the parents' responsibility to monitor activity. The writer also argues against the belief that violence becomes a conditioned characteristic and suggests that the violent outlet these games provide actually cause a decrease in real life crime. The writer then highlights the problems in studying and generalizing conclusions about violence in video games. The writer therefore concludes that one cannot assume violence in video games will lead to an increased violent behavior among children or adults who play these games.
From the Paper:
"Since video games first appeared on the market, parents and experts have been questioning how they will affect children in long run. More specifically, most wonder if the violence found in video games will translate to violence in real life. A number of studies have been done, supporting theories on both sides of this argument. However, when presented with the facts, one can see that video games clearly do have a bearing on violence in real life among children and even adult users."
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