DRFT Pos Paper
DRFT Pos Paper
DRFT Pos Paper
Body
Video games that allow players to purposefully damage other characters are most frequently
categorized as violent. Not only do most video games currently fit this criterion, but a recent survey
found that most students in grades 4 through 8 enjoy violent games.
Violence in video games influences violence in real life. Vulnerable youth, and young men in particular,
are made more violent by the violence in today's entertainment culture, especially given the remarkable
realism of video games. Video games with violent content are viewed by society as being detrimental to
personal growth. It interferes with our very humanitarian desire to improve ourselves and separates our
perception of the actual world from the virtual one.
Introduction
Playing violent video games can have detrimental repercussions on one's physical and emotional well-
being. It is a problem that enhances a person's violent thoughts and conduct, and it is a problem. X
Violence in video games leads to violence in real life. Vulnerable youth, and young men in particular, are
made more violent by the violence in today's entertainment culture, especially given the remarkable
realism of video games. Video games with violent content are viewed by society as being detrimental to
personal growth. It interferes with our very humanitarian desire to improve ourselves and separates our
perception of the actual world from the virtual one.
Body
Video games that allow players to purposefully damage other characters are most frequently
categorized as violent. Not only do most video games currently fit this criterion, but a recent survey
found that most students in grades 4 to 8 enjoy violent games. Global discussion over gun violence and
other crimes has included violent video games. Studies have demonstrated that the killings that have
occurred in recent years may not be related to violent video games. Nonetheless, it has been noted that
one of the main cause of inappropriate actions that society deems abnormal is the violence in video
games. According to law enforcement officials cited in a story by CBS News correspondent Bob Orr,
Adam Lanza's July 2011 slaughter was inspired by violent video games and a strong desire to surpass the
77 fatalities committed by Norwegian mass shooter Anders Breivik.
Recently, it has been awful to read the news. Tragic events are followed by public shootings, which are
typically committed by people who have played violent video games at some point in their lives. Since
that we all agree that violent video games have been the root of all brutal and psychopathic acts of
violence throughout history, it would be difficult to deny that there is a connection between the two.
This assertion cannot be disputed. According to Curtis Silver
Linda Sanders filed a lawsuit in 1999 when Colorado high school students Dylan Klebold and Eric Harris
opened fire, killing 13 and shooting 20 others. Her spouse was one of the victims of Columbine and a
teacher. Sanders named several video game publishers in the lawsuit, including Sony and Nintendo, as
well as Time Warner and Palm Pictures, since the shooters had allegedly watched "The Basketball
Diaries," in which a character uses a shotgun to kill students at his high school. The media revealed that
Harris and Klebold played a lot of violent video games, including "Wolfenstein 3D," "Doom," and "Mortal
Kombat." There seems to be much room for blame in today's aggressive media environment. But is it
actually true? - Julia Layton, from Electronics.HowStuffWorks.com, Video-Game Violence.htm
Linda Sanders filed a lawsuit in 1999 after teenagers Dylan Klebold and Eric Harris opened fire in their
Colorado high school, killing 13 people and shooting 20 more. At Columbine, her spouse was a teacher
who perished. Sanders named several video game publishers, including Sony and Nintendo, as well as
Time Warner and Palm Pictures in the lawsuit because the shooters had allegedly watched "The
Basketball Diaries," in which a character uses a shotgun to kill students at his high school. The media
revealed that Harris and Klebold played a lot of violent video games, including "Wolfenstein 3D,"
"Doom," and "Mortal Kombat." There seems to be plenty of blame to go around in today's violent media
environment. But is it really legal? According to Julia Layton
(http://electronics.howstuffworks.com/video-game-
According to research, kids are playing them for longer and longer periods of time—an average of 13
hours a week for boys and 5 hours for girls. According to a recent content analysis by the research group
Children Now, most video games contain violent content, and roughly half of these violent incidents
might cause serious harm or even death in the "real" world.
The global discussion over gun violence and other crimes has included violent video games. Studies have
demonstrated that the killings that have occurred in recent years may not be related to violent video
games. Nonetheless, it has been noted that the violence in video games is one of the main drivers of
unacceptable actions in society.
According to research, kids are playing them for longer and longer periods of time—an average of 13
hours a week for boys and 5 hours for girls. According to a recent content analysis by the research group
Children Now, most video games contain violent content, and roughly half of these violent incidents
might cause serious harm or even death in the "real" world.
The global discussion over gun violence and other crimes has included violent video games. Studies have
demonstrated that the killings that have occurred in recent years may not be related to violent video
games.
Nonetheless, it has been noted that one of the main drivers of inappropriate actions that society deems
abnormal is the violence in video games. Video games give immersive experiences that we are hard-
wired to seek, while violence delivers excitement that we are hard-wired to enjoy, claims Douglas
Gentile, a psychology professor at Iowa State University. He asserts that all video games successfully
appeal to an individual's A, B, and C motivations. The letter A for autonomy denotes a player's power
over the game. The B stands for belonging, and here the gamer is satisfying his need for belonging by
playing the same game with his pals.
the violence in video games is cited as one of the main drivers of inappropriate actions that society
views as abnormal, nevertheless. Video games provide the immersive experiences we are hard-wired to
want, while violence delivers the thrill we are hard-wired to love, claimed by psychology professor
Douglas Gentile of Iowa State University. According to him, all video games hit all three of the
motivational A, B, and C targets. A for Autonomy denotes a player's ability to control the game. The B
stands for belonging, wherein the gamer participates in the same activity with his pals and therefore
satisfies his need for belonging.
The C stands for Competence because as the game explains the mechanics, the player begins to feel
competent.
The aggressive behavior of the person can be connected to the violence that video games promote or
contribute to. There are research that refute the idea that violence in video games causes violence in
real life. Yet, a psychologist from Iowa State University has released a series of research showing that
exposure to violent video games at a high level might be connected to delinquency and violent behavior
— the motivation is there, and the game's brutality prompts that plan to be carried out.
The player feels competent as the game teaches the mechanics, and here is where the C for
Competence comes in.
The individual's aggressive behavior may be linked to the violence that video games promote or to
which they contribute. According to several studies, there is no connection between violent video games
and actual violence. Yet, a psychologist from Iowa State University has released a series of research
showing a correlation between delinquency and violent behavior and high levels of exposure to violent
video games — the motivation is there, and the violence in the game prompts that plan to be carried
out.
According to Bartholow in CBSN, he thinks there is a solid connection between playing violent video
games and becoming aggressive in the short term. Sir Bartholow's claim itself strongly suggests that
there is an effect that, if abused, will cause major changes in a person's life in terms of values, standards,
and principles. If this occurs, he might then be viewed as an outcast of society.
According to Zach Saale of iStrategy Lab, violent video games may have an impact on people who are
violently inclined, but they won't have an impact on people who are mentally healthy.
It is always up to the individual whether they allow themselves to become a victim of temptation. One of
the few things that draws players to video games is the violence in them. It encourages the player to be
skillful and take charge of the game. Stress-busters and virtual worlds where you can control the course
of events are video games. The decision to switch between the virtual and actual worlds is always up to
the players. The desire to commit acts of violence already exists, and the violence in video games is
merely a contributing component. In the end, the player's choice is what counts.
The ability of humans to change their mental states depending on their surroundings or orientation is
part of their fundamental nature; the same idea holds true for video games. The experiences one can
have when playing video games vary depending on the culture. Thus, when it comes to violence, a
massacre like that may actually occur.