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The Violence Through the Video Games

The Violence Through the Video Games
The violent behavior in children, including teenagers, is increasing, and there have been debates that if such aggressive behavior is triggered by video games or not.Sohaib Riaz Khan

Violence in the individual’s behavior has been a point of concern for ages; however, the current era of globalization where people are connected to each other through technology makes such behaviors more noticeable worldwide. The violent behavior in children, including teenagers, is increasing, and there have been debates that if such aggressive behavior is triggered

Violence in the individual’s behavior has been a point of concern for ages; however, the current era of globalization where people are connected to each other through technology makes such behaviors more noticeable worldwide. The violent behavior in children, including teenagers, is increasing, and there have been debates that if such aggressive behavior is triggered by video games or not. There are many kinds of research pertinent to the subject which claim that violent video games, including other media productions such as movies, have increased the aggression in individuals’ behaviors. On its contrary, other studies claim that there is no connection between the aggressive behaviors of the individuals and the aggressive video games whatsoever; however, the increasing aggressive behaviors might result from other factors, including the domestic violence the children would receive at home. The most prominent example related to the subject is the 2011 case of Brown vs. Entertainment Merchant Association. The supreme court overturned California’s decision to ban violent video game sales to minors. Then, supreme court judge “Antonin Scalia” dismissed the charges while claiming no evidence of a connection between video games and violent behaviors. The decision was not welcomed among the masses as the research continuously studied the subject to prove a considerable connection between video games and aggressive behaviors.

Arguments:

The US supreme court gave its verdict by ruling that video games must enjoy the full protection to speech. The regulations banning video game sales to minors are unconstitutional. The verdict was made the then Judge Late Antonin Scalia, who referred to the scientific studies on video games. The court states that video games’ violence is “unpersuasive,” and the researchers claiming such connections have some methodical flaws. There have been claims that video games do not trigger aggressive behavior among individuals, including children. Still, many other factors instigate such behaviors, including domestic violence, bullying at schools, and the significant abuse the children may experience at a young age. The children learn and copy so much from their parents; thus, such behaviors may be exhibited by them, increasing the likelihood of the same behaviors among the children. The research in favor of video games claims that the frequency of such behaviors in other countries is very low compared to the USA; thus, triggering aggression among children is different. The researchers also identified that there are many instigators in American society while the most prominent one would be racism, including others. It must be imperative to highlight that there is no such research proving that violence in the video games may lead to criminal activities that claim the researchers favor video games very strongly. However, the risk of an increase in aggressive behavior that may have an interconnection with violent video games cannot be ignored.

It is prevalent to claim that the supreme court’s verdict has increased the concern among many psychologists who have studied a significant connection between video games and violence in children. The American Psychological Association has been claiming a significant link between video games and aggression; however, the supreme court’s verdict is considered shocking and disappointing to many psychologists. The ex-US President Donald Trump has also claimed that violent video games have increased teenagers’ aggressive behaviors. The research claims may be endorsed by an international study where more than 17,000 participants aged between 9 and 19 were involved from 2001 to 2017. The study claimed that aggressive behavior is triggered among the children who regularly play violent video games. The claim was endorsed by Dartmouth research, who claimed that children who play violent games frequently or infrequently may have an increase in aggressive behaviors.

Conclusion:

The debate related to the connection between video games and aggressive behavior has no definitive conclusion; however, it may be proclaimed that the supreme court must review the verdict of overturning the ban of violent video games’ sales to minors. Although the researchers have claimed that other unavoidable factors have triggered aggressive behavior among children, the likelihood of aggressions among children due to violent video games cannot be ignored. The researchers have claimed that aggressive behavior may be increased among children as there is a significant connection between video games and aggressive behaviors. The researchers claim that the aggressive behavior among the individual including the children, has no connection with the video games; however, such behavior is the reason for other social and racial factors. The claim has its significant value; however, the risk of aggression among children may be triggered by video games, which cannot be ignored. Violence is exhibited not in video games but also the movies or television; however, it may be proclaimed that violence has significant exposure in video games, causing an increase in aggressive behaviors among the masses, including children. There are many types of violence depicted in media, including movies and video games, such as physical violence, sexual violence, psychological violence, and emotional violence, to name a few (Anonymous, 2019). It can be claimed that the violence in movies and video games can exert both short term and long term effects on the individuals triggering aggressive behaviors in real-life. The critical fact that excessive research on the impact of violence, including movies and video games, on individuals’ aggressive behaviors has focused on violence through fiction in the media. It can be claimed that the prominence of such violence in media has translated the importance of violent actions among the masses, including children. The supreme court must review its verdict of allowing video games’ sales to minors as the risk involved related to an increase in aggressive behavior among the children connected to the video games cannot be ignored.

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