Violent Games: Government Band

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Presentation transcript:

Violent Games: Government Band Why The Creation And Selling of Violent Video Games Should be Against the Law By Azurae DuBose

Disputed But True Video Game Companies Say that having their games band by the Government: Is ludicrous because “Children can use video games to vent there anger safely” Violates their “Freedom of Speech” Is unnecessary because the fact Violent games affect people (especially youth) adversely “isn’t definitely proven”

An Unsatisfactory Outlet: Video Game Companies Say Violent Games can be used by Children as an Anger/ Aggression Outlet Any “Outlet” that ultimately destroys one’s psyche shouldn’t be a viable option for venting anger Any child that uses violent games as a way to vent is actually negatively influenced even more by the program because of “Learned Violence”

Learned Violence : Violence being supported by positive reinforcement such as rewards, status, or victory In media forms such as TV it was found that: 26% of violent interactions involved the use of a weapon 38% of violent interactions were committed by attractive perpetrators. Humor accompanied the violence in 41% of the incidents no pain was associated with the violence in 50% of the incidents almost 75% of violent acts involved no evidence of remorse, criticism, or penalty .

Learned Violence Cont. The three volumes of the National Television Violence Study concluded… the primary effects of viewing television violence are: the learning of aggressive behaviors and attitude, [and] desensitization to violence Attractive perpetrators, presence of weapons, and humor were associated with learned aggression… and humor and graphic violence associated with predicting desensitization”

The Proof Evidence of the Adverse effects of Violent Video Game One instance that shows of the negative impact of violent video games is the case of eighteen year old Devin Moore: in 2003 he killed a 911 dispatcher and two police officers He was overtly obsessed with the games Grand Theft Auto “Vice City” and Grand Theft Auto III These games include very intense gang violence such as stealing, fighting, and killing These products undoubtedly played into the violence he displayed in real life.

Repressed Freedom? Video Game Companies Claim having Their Games Band restricts their “Freedom of Speech” Many argue that any company has the right to make a game in which you are encouraged to go on killing sprees, and even then urinate on your victims (as is the case in a game called Postal 2) Nevertheless: This becomes an absurd statement when you see peoples psychological core being influenced in a destructive way The moment proof appeared supporting the claim that violent video games negatively affect one’s psyche (especially that of young adults and children), video game companies lost the right to put whatever material they wanted into their product. Companies and people should have the right of free speech, but not at the mental or physical harm of others.

For The Good Of All The Banning of Violent Video Games In Conclusion, If violent video games continue to be made and sold, there is a degree of aggression and violence being instilled into the public. Violent video games are a viable cause for concern and are responsible for increased aggression and violence seen especially in children and teens Having the government ban violent games such as “Postal 2”or “Grand Theft Auto” would benefit society as a whole.

Works Cited Works Cited “Violent Video Games.” Issues & Controversies. InfoBase Learning, 28 Apr. 2014. Web. 9 Nov. 2016. <http://icof.infobaselearning.com/recordurl.aspx?ID=14190>. Mattson, Mark Paul. Neurobiology of Aggression: Understanding and Preventing Violence. Totowa, N.J.: Humana Press, 2003. Web. Contemporary neuroscience; Contemporary neuroscience.