Why violent video games should be banned
Why violent video games should be banned
By
RedForceRising
My stance on this subject is simple: The real-life violence that has occurred as a result of people playing violent video games does not merit their continued existence and they should thus be banned.
Even when playing such games does not result in real-life violence, research has shown that playing such games alters people perceptions towards aggression and violence and alters their behaviour, as well as reactions in social situations resulting in aggressive, anti-social behaviour.
In a study conducted by Gentile, Lynch, Linder & Walsh (2004) [1], the authors stated that teens who play violent video games for extended periods of time show the following behaviors:
1. Tend to be more aggressive
2. Are more prone to confrontation with their teachers
3. May engage in fights with their peers
4. See a decline in school achievements.
In addition to this, research has shown that playing violent video games has a bigger physiological effect on the human body than the second-hand exposure of tobacco smoke on lung cancer, the effect of smoke on children’s IQ score and bone mass representing a health hazzard. [1b]
>Stimulates violent thoughts and teaches people to commit violent acts
While playing violent video games, the player actually is in the position to inflict harm and kill an opponent. Unlike watching a movie, where a third person is acting out a scene and the viewer is a passive observer, when a person plays a violent video game, he/she actually immerses himself in the role of the protagonist, this becoming an active participant and it is his/her thoughts and actions that result in harm being done in the game.
The player thus keeps making decisions to inflict pain and even repeatedly murders on-screen characters simulating an actual murder. The player keeps practicing thoughts which and repeating a thought process, which results in murder.
A study by Gentile & Anderson (2003) state that playing video games may increase aggressive behavior, because violent acts are continually repeated throughout the video game. This method of repetition has long been considered an effective teaching method in reinforcing learning patterns. [2]
Devin Moore, 20, guilty of the murder of police officers Arnold Strickland and James Crump, and civilian police worker Leslie Mealer is known to have spent many hours playing GTA:VC. After being arrested for the triple homicide, Moore was alleged to have said: "Life is a videogame. Everybody has to die some time." [3]
>Rewards players for committing violent acts
Beyond teaching the player to think repetitive violent thoughts and making pain-inflicting, life-extinguishing decisions, players are rewarded for making these harm-inflicting, murderous decisions with points or gifts. This results in the brain making positive associations with such thoughts. If not on a conscious level, at least (and maybe worse) on a sub-conscious level.
After a limited amount of time playing a violent video game, a player can "automatically prime aggressive thoughts" (Bushman & Anderson, 2002, p. 1680). The researchers concluded that players who had prior experience playing violent video games responded with an increased level of aggression when they encountered confrontation (Bushman & Anderson, 2002). [4]
>Numbs people towards violence
The repeated thinking of violent thoughts and executing of aggressive acts result in the numbing of players towards violence. Aggressive and violent behaviour is accepted and tolerated. Years from now, we will suffer the consequences of violent video games in every walk of life, because of the violent and aggressive thoughts that these players have been exposed to.
This will surely result in societies with increased incidents of aggressive behaviour at work and in all facets of life.
>People with low social aptitude perceive violence as a means of solving disputes
In October 2004, a 41-year-old Chinese man named Qiu Chengwei stabbed 26-year-old Zhu Caoyuan to death over a dispute regarding the sale of a virtual weapon the two had jointly won in the game Legend of Mir 3 [6]
>Leads to violent fights and death in real life
People, who play the same games form gangs and commit real-life acts of violence including murder. In Russia and Ukraine on-line rivals have started to meet in person or in gangs and have committed murder. [7]
>Lack of parental guidance
In this day and age, many households see both parents holding a permanent or part-time job. Without the parental guidance to re-inforce the ficticious nature of the games that their children are playing the lines between reality and fiction become burred.
We might not be able to change our economic reality, but we can choose what our children are exposed to. Even if we do not purchase such games for our children, chances are that they can obtain them or be exposed to them through other means, as long as they are available on the open market. Banning these games will take them off the open market.
>Even if you had parental guidance, the effects are the same on adults
Studies on groups of adults showed the same results as studies on teenagers, meaning even if you had a good up-bringing with lots of parental guidance, you can still be influenced by the effects of violent games as an adult. [1b]
This has been substantiated by the copy cat murders commited by players in their 20s.
There must be a million themes to base video games on. I fail to see the necessity to base them on violence and aggression.
>Stimulates curiosity about violence
In early August this year, an 18-year old high school student in Thailand, who’s now in custody, robbed a taxi driver, stole his car and ended up stabbing the 54-year old driver to death when he fought back with the teen.
The Thai teen reportedly told police that he wanted to see if it was as easy to rob a taxi in real life as it was in the video game. [5]
>Nurtures negative sexual element
In various violent video games, sex is portrayed in a perverted, negative manner towards women, associated with aggression. In Grand Theft Auto, for example, the player is able to pick up a prostitute, have sex to replenish health, then kill her to take back the money spent.
For many teens, who are spending way too much time playing these games, instead of socializing with women and developing healthy attitudes towards women and sex (and finding out how to get some), this kind of negative attitude becomes a norm.
In addition, what happens with these teens when their lack of social skills result in sexual frustration and inability to find a partner? Will the negatives attitudes towards women and sex surface?
>Copycat crimes
Players of violent video games have committed murder in several countries, executing their victims by mimicking the tactics used in their favourite video games. Dozens of such copycat murders have been reported in America and have also been reported in Thailand, New Zealand, Germany and Australia making this an International health hazard.
Here are some examples:
-Doom in Colombine High School
-Grand Theft Auto in Oakland, Minneapolis, Medina, Wyoming, Tennessee, Thailand
-Counterstrike in Germany [8]
-Manhunt in Britain
In Britain, Warren Leblanc, 17, repeatedly stabbed 14-year-old Stefan Pakeerah after luring him to a Leicester park to steal from him on 27 February 2004.
Leblanc, of Braunstone Frith, Leicester, persuaded his victim to go to nearby Stoke Woods Park, known locally as The Dumps - to meet two girls.
The court heard how he armed himself with a knife and claw hammer to carry out the attack in the style of his favourite video game “Manhunt”.
He confessed to the killing moments later when he was found covered in blood by two police officers.
>Smart people get influenced by violent games too
Leblanc was "a happy boy and popular pupil", had received good reports from teachers and had never before been in trouble with police.
He had been an IT student at a college in Leicester and wanted to go on to higher education, said Price, adding: "It begs the question what was going on in this young man's mind at the time of committing this terrible offence." [9]
Usually, we tend to think that these crimes are commited by peple who are less intelligent and easily-influenced, but the hours spent playhing these games, mean that even college-educated students can be influenced by the repetitive thoughts of violence and aggression.
>Addiction to video games has led to neglect of self and loved ones
Contrary to common belief that it is an urban myth, people have actually died from playing video games for extended periods and have even neglected their babies, which resulted in infantile death. [10] [11]
>Violent video games have been labled a public health hazard in several countries
Anderson and Bushman (2001) have published a meta-analysis of the research. Their analysis concludes that exposure to violent video games has a negative effect on a variety of measures. The analysis of greatest import is the one indicating that playing violent video games causes an increase in aggressive behavior. On the basis of their overall analysis and presumably especially the one regarding aggressive behavior, the authors assert that video games pose a threat to public health.