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Violent Video Games Should be Banned

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Violent Video Games Should be Banned

In the wake of the shootings that continue to happen in American, the role of video games in society has attained a media spotlight. American children between the age of 8 to 18 spend most of their time playing video games that not only damage their brain but also cause dementia and some confusion (Griffins, 2015). This essay argues that video games should be banned in the United States based on the following reasons; firstly, exposure to violent video games increases aggressive feelings, thoughts, and behavior and a decreased level of empathy. Secondly, Video games are a terrible influence on younger children, and finally, video games promote antisocial behavior among children.

Arguments

To start with, exposure to violent video games increases aggressive feelings, thoughts, and behavior and decreases an individual’s level of empathy. Most individuals who participate in playing video games come to appoint where they want to act like the characters in the game. While some studies claim that there lacks any strong influence between video games and violence among kids, the body of research including that of Dr. Anderson and Dr. Chris Ferguson of Texas International University ascertain that video games can make kids act more aggressive in their real lives, make them less kind and probe in them the notion that resolution can stem from acting violently (Griffins, 2015). Most criminals involved in mass shootings have been identified to play video games.

Secondly, violent video games are a terrible influence on younger children. As stated by Brian Crecente in his article, “Video Games Don’t Create Violence in Society, They Reflect It,” mot video game developers are aware of the role violent actions serve in video games (Crecente, 2013). Since the decision to accept and rejecting artistic content lies at the discretion of the consumer’s preferences, most children, without parents around to decide for them, choose any video game, even those that are not appropriate. Most video games have been made available for everyone on the internet, yet as adults, the games played are not similar to the one’s children play. Sadly, most children prefer playing games that adults play. The societal moral values continue to decline, with parents seemingly, lacking control of what activities their children take part in..

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Finally, violent video games promote antisocial behavior. Those who participate in violent games can hardly make any friends. Based on the fact that these individuals become unfriendly, unkind, aggressive, and lack empathy, they can be easily associate with bullying behavior (American Psychological Association, 2015). Also, those participating in mass shootings due to watching violent video games have most likely spent a lot of their time contemplating and practicing on experimenting. Children who take part in video games can hardly focus on having a conversation with others, including their parents. They spend most of their time trying to reach the next level, and if their game is distracted, they tend to get restless, shift their body uncomfortably, and create some noise just to be excused.

Conclusion

In recent years, the demand for banning violent video games has grown immensely. Actual evidence exists that there are several adverse impacts of violent video games. Violent video games make people aggressive and short-tempered, increase antisocial behavior, and are a bad influence for kids since they can lead to insomnia and social distraction. One of the most challenging issues in playing violent video games is that people want to imitate those in the games. This act is fatal, as has been seen in mass shootings in the United States and dangerous.  Most children are hardly mature enough to make the right decisions about good video games; hence, violent video games should be banned, for they bring nothing more than danger and trouble.

 

 

References

American Psychological Association. (2015). Technical Report on the Review of Violent Video Game Literature. https://www.apa.org/pi/families/review-video-games.pdf

Crecente, B. (2013, January 14). Video Games Don’t Create Violence in Society, They Reflect It. Polygon, https://www.polygon.com/2013/1/14/3875420/video-game-violence

Griffins, M. (2015, Friday 20). Video Game Bans: The Debate About Guns, GTA, and Real-Life Violence. Independent, https://www.independent.co.uk/life-style/gadgets-and-tech/gaming/video-game-bans-the-debate-about-guns-gta-and-real-life-violence-10057296.html

 

 

 

 

 

 

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