Sunday, May 9, 2010

Video games

Are violent video games really to blame with some of the shootings in the past decade? Or are we still responsible for our own actions?

4 comments:

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  3. In 2003, an 18 year-old boy named Devin Moore was arrested by the Fayette, Alabama police for suspicion of car theft. After being brought into the police station, Devin Moore attacked a police officer, stole his gun, and shot two officers to death. Moore stole a set of keys to a police car and shot a 911 dispatcher as he fled the station in the stolen cruiser.

    Devin Moore had no history of criminal behavior before this incident; however, Moore was reported to have played extensive hours of a popular video game called “Grand Theft Auto”. Anyone who has played this particular game will tell you that there are two main objectives in “Grand Theft Auto.” Steal cars and kill cops.

    Some might say that Devin Moore’s horrific crime and the similar objectives in this controversial game are mere coincidence; however, numerous studies have shown that there may be a link between the violence in video games and real-life violence. A book written by Doctors Cheryl Olson and Lawrence Kutner called “Grand Theft Childhood” discussed a study on children who play primarily M-rated games. This particular study shows that those children who spend many hours playing violent video games are more likely to be involved in fights and bullying. Another study performed by Olson and Kutner shows that kids who suffer from mental and behavioral issues are more impressionable, therefore making them more likely to be influenced by violence in video games.

    Many who are parents would agree that in raising their children to become good law-abiding citizens, it is most important to simply reward their children for good behavior, and punish for bad behavior. Many of today’s most popular video games seem to combine killing with pleasure. Players of these violent games are being rewarded with points and achievements for the amount of people they kill, and in some cases, for how gruesome the killing.

    It is my belief that people are responsible for their own actions. Video game violence, or any other outside influences, will never be capable of forcing a person to make any decision. Regardless, violence and the “points-for-killing” message shared in video games largely contribute to influencing many of the violent behaviors in the past decade.

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  4. In 1957 a game was introduced that soon became widespread across the international arena. In this game, players fought, as the very title of the game itself stated, for “World Domination”. Strategy, subterfuge, and severity marked the game, as representations of literally thousands of men were pushed about as pawns to fight and die for a cause they knew not in an all-out world war. There was no neutrality, no peace treaty, no Convention of any kind to defend the world from the relentless attacks from the many sides, each vying for the same thing- absolute control of the entire world.

    Amazingly, around the same time, a trend became evident in the international arena towards warlike behavior. Individuals who had never demonstrated signs of desiring careers as Generals and masterminds of massive renegade armies were suddenly standing up from their chairs and walking out of their various kitchens, basements, garages and rec-rooms with purpose the world had never seen, hell-bent on this fabled and promised “World Domination”.

    Armies began mounting. The first real threat came from Down Under, where a band of Maori warriors, led by 10th grade mastermind Jeff Dudley, suddenly appeared on the scene and wiped out the small bands occupying Western and Eastern Australia, and moving quickly and savagely into the islands of Papa New Guinea, quickly forming a barricade at the bottle-necked entrance to their then-conquered continent.

    Although the two armies they received per turn bolstered their defenses for many rounds of battle to come, they were eventually found to be too limited in their expansion possibilities, as everyone knows it’s unreasonable to try to expand into Asia. Dudley’s armies were eventually whittled away by a massive army sent from Africa, but not until after his rule had perhaps irrevocably damaged the history of Oceana forever.

    In the aftermath of the world war which continued on for only a few more years after the destruction of Dudley’s Australian Occupation, the world was left to wonder what would have happened if he and the other four warlords who had left the world in shambles had only managed to avoid being exposed to the evil game, known only as Risk. It is now the prayer of millions that we as humanity don’t repeat this mistake and allow our children, or ourselves, to participate in games that could warp their minds in ways such as this ever again.

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