Hannah Gargiulo
C. Wesnofske
10 March 2017
Should teens be able to buy violent video games?
Should teens be able to buy violent video games is a controversial topic. Some people believe that teens should be able to buy violent video games. While others believe that teens of all ages shouldn’t be able to buy violent or dangerous video games. However, there is more further evidence or information to backing the concept that teens shouldn’t be able able to buy violent or vicious video games for numerous of reasons.
To begin with, playing violent video games non-stop is comparable to overdosing on drugs, addicting and continual. For example, “As many as 97% of us kids age 12-17 play video games, contributing to the $21.53 billion domestic video game industry. More than half of the 50 top-selling video games contain violence.” ( “Violent Video Games-ProCon.org”). This proves that teens of all ages shouldn’t be able to buy violent and cruel video games. In addition, people and groups are convinced that blood-letting violence in video games actually causes a variety of people to become extra savage, bitter, and destructive in the real world. For instance, “It shows very strongly that repeated exposure to violent video games can increase aggression by increasing aggressive thinking.”( ” Violent Video Games: They May Make kids Think in More Aggressive Ways”). This demonstrates that teens of all ages shouldn’t be able to buy violent and malicious video games. Finally, now these days with video games becoming more and major realistic, our own selves need be extremely or highly leery as to what our juveniles or in other words young people are being uncovered or exposed to on a daily base. For example, “It is very difficult to predict rare events, such as murder, using exposure to violent video games or any other factor. However, murder is the most salient violent event to most people; so when they don’t have ” available ” in memory cases of people playing violent games and then murdering.” ( The Effects of Violent Video Games. Do They Affect Our Behavior?”). This confirms that teens of all ages shouldn’t be able to buy violent and brutal video games.
However, the other side will argue that teens teens should be able able to buy violent video games. to start with, they will say that playing these homicidal video games will release most of their stress and fury in the game, leading to limited realistic assaults. For instance, ” Aggression that is felt in real life can be easily taken out in a virtual one. This may help people to focus their anger to a game, which is harmless.” (” Video Game Violence Pros and Cons”). Nevertheless, they are not considering that the case – Brown v. Entertainment Merchants Association- operated around 2005 California low that made it illegal for business people to sell violent and cruel video games to anybody at all under 18. For example, ” A reasonable person, considering the game as a whole, would find appeals to a deviant or morbid interest of minors.” and that that ” is patently offensive to prevailing standards in the community as to what is suitable for minors.” (” Supreme Court Rules on California’s Violent Video Games Ban”). Furthermore, they will dispute that both men and women who play all these violent video games incline to be more imaginative, disregarding of whether the games are aggressive or without violence. For instance, “Having an ability to examine life in this way can bring creativity out in a personality.” (“Violent Video Games Pros and Cons List”). On the other hand, they are not thinking about the fact that playing all these vicious and savage like video games causes further aggression, bullying and violent fighting. Specifically, “A new study by Ferguson and a colleague showed that kids with symptoms of depression or ADHD who played violent video games were no moe likely than other kids to become bullies or delinquents.” (“Violent Video Games May Curb Bullying In Vulnerable Children, Study Suggests”). This demonstrates that adolescents who play M-rated violent video games are greater in all likelihood in imitation of bullying or cyberbullying their peers, reach into physical disputes, remain bitter, quarrel with teachers, and exhibit cruel aggression closer to their companions in the course of the school year. Finally, they will state that while playing these cruel video games expands eye-hand coordination. For example, “In shooter games, the player keeps track of their position, direction, speed, aim, results and more.” (“Effect of Video Games on Child Development”). But, their reasoning is weak because many murderous criminals of majority shootings played homicidal video games. For instance, “With emerging evidence that the mass killers in the Newtown, Connecticut, and Aurora, Colorado, shootings were hooked on violent games and movies before committing their atrocities on innocent people.” (“Video Games and Gun Violence”). As one can see, the other side will quarrel that teens should be able to buy violent video games, but their reasoning is not solid.
In conclusion, although should teens be able to buy violent video games is a questionable topic, there is more evidence to backing the idea that teens shouldn’t be able to buy violent video games. Three main reasons to support that teens shouldn’t be able to buy violent video games are; explicit language, publicity to brutal video games is associated according to decrease empathy and diminished affection, and cruel video games portray diatribe or in other words abuse against ladies lead to greater ruinous and sexually vicious actions moves in the direction of women. Cruel video games can gain aggressive attitude among juveniles and teenagers.