As a second in the series of papers written for Composition Class, I have a debate
paper written as the negative (or 'con') view on the effects that violent video games have on
society. Hopefully, it proves as interesting as my Science Fiction paper from last year.
Comments (good or bad) are welcomed but keep it clean please!
Ray Bardin
GE217, Composition II
D. McWhorter and V. Sweetser
24 Nov 2011
The
Effects of Video Games on Society
As video games and other media have
become more and more violent, the age of the consumer has become younger and
younger. More of our young people are playing violent games that were
originally intended for adults or older teens. As our children and young teens
consume this media, they are bombarded by a constant stream of violence and
gory mayhem. The effects of this have been an increase in instances of violence
by younger and younger persons, and desensitization to violence in general. As
purchasing rules have been relaxed, as in California where the Supreme Court
struck down a law banning the sale of violent games to minors (Olsen), younger
children have had easier access to these games. Video games, as a whole, have
had a negative effect on society in general through addiction issues, violence
by minors, and desensitization to violence.
Studies have shown that some children are
more likely to be addicted to video games, violent and otherwise. These
addictions increase in children who have been diagnosed with attention deficit
and hyperactivity disorders, possibly due to a connection with the activities
in the game causing an autistic-like concentration on the action. These
“pathological gamers” (McCoy) spend an in-ordinate amount of time playing games
and are as addicted to the games in the same ways as some adults who are
addicted to gambling. Addicted gamers show some of the same traits as gambling
addicts, such as lying about the amount of time played, skipping school or
schoolwork in favor of game time, and restlessness or irritability when not
engaged in gaming (McCoy). While most
researchers admit that this problem is limited to a small percentage of
subjects, they do agree that parents are the first line of defense in reducing
the effects of addiction by reducing the time allotted to gaming and presenting
more positive sources of entertainment. On a more positive note, a Pew Internet
American Life Project Survey in September of 2008 found that a number of
frequent players were as socially engaged as less frequent players and gained a
positive social benefit from co-operative gaming in a few select games.
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