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Video Game Violence Contributing to Youth Crimes

In: English and Literature

Submitted By Etheos
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Does Video Game Violence Contribute to Youth crime Contribution towards Video game violence has been the biggest thing in youth crime since 1995. Crime rates are said to have risen and are blaming it upon violence video games such as those rated M for Mature or higher. Others have charted that crime rates dropped due to violent games which is quite right since there are other crimes far more worse then what is done in games. Scans have shown that video games teach youth that violence is acceptable to solve conflicts.
When you’re exposed to violence day in and out, it loses its emotional impact on you, once you’re emotionally numb to violence; it’s much easier to engage in violence. Violent games desensitizing players making them more aggressive towards others which increase bullying in schools. It also promotes violence against woman, which we see a lot in today’s society. In 1998 a study founded that 21% of video games involved violence against woman. The number of games with violence against women has increased dramatically since then. Exposure to sexual violence in video games is linked to increases in violence towards women. These games also give kids the idea that the way women dress or act cause them to be assaulted and that it is their fault this violence occurs against them.
While many claim to believe crime rates are caused by violent video games, juvenile crimes in the U.S declined as the popularity for violent video games have increased. Between 1995 and 2009 the arrest rates for juvenile crimes have declined 49.3%. During that same period of time, video game sales have more than quadrupled.
Study shows in 2008 reporting that 60% of male middle school students that played at least one mature rated game hit or beat up someone. This study also implies that these male students may have also been bullying other students because of these violent video games. Violent video games cause players to associate pleasure and happiness with the ability to cause pain in others. Young children are more likely to confuse fantasy violence with real world violence, and without a framework for ethical decision making, they may mimic the actions they see in violent video games. Playing violent video games increases aggressive behavior and arousal. A 2009 study found that it takes up to four minutes for the level of aggressive thoughts and feelings in children to return to normal after playing violent video games. It takes five to ten minutes for heart rate and aggressive behavior to return to baseline. Video games that show the most blood generate more aggressive thoughts. When blood is present in video games, there is a measurable increase in arousal and hostility.
Violent video games have been blamed for school shootings, increases in bullying, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflicts. The ESRB content rating system was created in order to keep violent games out of the hands of youths. You are only able to buy rated Mature games if you are at least 18 or with a parent. Video game advocates contend that a majority of the research on the topic is deeply flawed and that no causal relationship has been found between video games and social violence. They argue that violent video games may reduce violence by serving as a substitute for rough and tumble play and by providing a safe outlet for aggressive and angry feelings.
In 1993, public outcry following the release of violent video games Mortal Kombat and Night Trap prompted Congress to hold hearings on regulating the sale of video games. During the hearings, California Attorney General Dan Lungren testified that violent video games have "a desensitizing impact on young, impressionable minds." [14] Threatened with the creation of a federal regulatory commission, the video game industry voluntarily established the Entertainment Software Rating Board (ESRB) on Sep. 1, 1994 to create a ratings system. Based on the video game's content, the ESRB assigns one of the following ratings: "Early Childhood," "Everyone," "Everyone 10+," "Teen," "Mature," or "Adults Only." In a Pew Research Center 2008 survey, 50% of boys and 14% of girls aged 12-17 listed a game with a "Mature" or "Adults Only" rating in their current top three favorite games.
It does not matter how much the juvenile crime rate has dropped, because there are still horrific crimes that are being committed by youths that should be easily prevented by having these games kept out of the wrong hands. The ESRB rating system that is in place now should be improved because some games are being rated too low in terms of violence. It is also still extremely easy for kids to get their hands on these games.

Resources http://videogames.procon.org/ http://www.prnewswire.com/news-releases/do-violent-video-games-contribute-to-youth-violence-pros-and-cons-and-current-research-at-new-proconorg-website-82056887.html
http://www.news.iastate.edu/news/2013/03/26/violentvideogames

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