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Is Video Game Violence to Blame for Youth Violence?

IsVideo Game Violence to Blame for Youth Violence?

Theissue of whether the video game can influence behavior in youths bymaking them violent is controversial. People have divided views aboutwhether there is a link between the violent games that the teens playand the actual violence that they may have in the future. However,for those parents who are interested in improving the concentrationof their children, they should not let them quit playing the videogames. Many pieces of research have been carried out but no concreteevidence about the likelihood of the games to cause violence amongthe young generation. Therefore, the video games should not be blamedfor youth violence because the violence can be triggered by manyother factors apart from the games. Besides, there are many peoplewho play the games, but they rarely involve themselves in criminal orviolent acts.

Thefirst reason why the video games are not to be blamed for youthviolence is that about ninety percent of the youth play the videogames yet none and if any, then very few people have been involved ina homicide. Many criminals, especially mass shooters are not videogame fans (Levine 4). The fact is that the games cannot be equated toflight simulators that train individuals how to kill. In this regard,it would be impossible to explain why the rate of homicide woulddecrease yet millions of the video games have been sold out. Besides,if one or two persons commit a crime that is violent and it is laterdiscovered that the individuals used to play violent video games suchas Halo then the media or researchers should not generalize that theyouths involved in the video gaming are radical criminals. This wouldbe like making an illusionary correlation that is pointless. Videogaming is just like any other game or a form of entertainment that isused to refresh the mind. If the games were highly correlated withviolence, then it implies that the entertainment that is aired ontelevisions or films can also make the youth be violent. Therefore,there is no correlation between video gaming and the violence amongthe youth.

Videogaming is not to be blamed for the violence among the youths becauseit has positive effects on the youths (Levine 6). Gaming makes theyoung people learn that torturing other people is not good. When achild is playing the video games, at times there is splashing ofblood. These scenes help in making the youth to fear the acts thatcan lead to splashing of blood in real life. Besides, the games helpthe young people to learn about the likely consequences of violentacts. For example, the game teaches the youths that violent acts canlead to massive loss of lives. Moreover, games are considered goodfor the brain (Wayneand Braunstein 58).Thus, the games may sound like a stern warning among the youths thatdirects them to avoid violence. Therefore, it is wrong to maintainthat video games always make the young people violent. This will bean illusion. So, the more the youths play the games, the better theyunderstand what violence can be in the real sense and its possibleconsequences. As a result, they will be able to avoid violent acts asmuch as possible.

Anotherreason why the video games do not contribute towards violence amongthe young individuals is because experimental measures of aggressionand violence tend to be inconsistent (Levine 4). Experiments haveindicated that there is no connection amid violence in games andreal-life aggression. Most youths spend most of their free time withthe video games because they lack parental control. The parents havebecome too busy to attend to their role of socialization. The jobsare too demanding, and at the same time, the living standards havegone up. Therefore, the parents use most of their time looking forresources to sustain their families. As a result, they have beenunable to carry out the role of socializing their children. Parentsshould be using the time that the youths use to play the violentvideo game to impart positive values in their lives. Parents candecide to take their children for a dinner night, and it is duringsuch time that they can try to advise the young people on the waythat they are expected to live in the society as well as a family.Also, the young people should be educated on the impacts of beingviolent with oneself as well as the other people in the society.Parents and the extended families are the first agents ofsocialization, and they have an important role to play. They are thefirst people whom the children emulate while growing up. Thus, whenthe parents minimize the time that they have with the youths, theyoung individuals will go astray, and they are likely to haveanti-social behaviors.

Besides,it is important to note that violence in youths cannot be caused byplaying video games alone. Many factors bred the personality of beingarrogant. Also, the content of the game is highly unlikely to make ayoung person arrogant unless when the gadgets blunder (Kain 12). Theyouths can be arrogant because of depression (Leonard 15). Ifdepression is not well managed, it can lead to a state whereby anindividual is unable to control the anger and can commit anincredibly dangerous act. Furthermore, the youths are likely to beaggressive because of the family background. The teens brought up infamilies that had frequent fights usually have a higher probabilityof developing a forceful personality. Besides, the youths can developan aggressive personality if they associate themselves with peers whoare violent. Violence will be as a result of peer influence. Theyoung people like behaving like their peers so that they can get thepeer approval. As a result, they end up being violent.

Conclusion

Tosum up, video game violence is not to blame because of the violenceamong the youths. Violence among the youth is triggered by variousfactors or a combination of them. Not all individuals who take partin the video games are radicals. Besides, lack of proper parentalsupervision has played a major role in ensuring that the youths areviolent. Furthermore, no research has been able to prove beyondreasonable doubt that there is a strong positive link between thevideo games and youth violence. Therefore, video games violenceshould not be blamed because of teens` violence. Violence is usuallycaused by many factors thus a careful analysis should be done beforemaking any conclusion about the cause.

WorksCited

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Kain,Eric. &quotViolent Video Games Do Not Cause Violence.&quot ViolentVideo Games,edited by Roman Espejo, Greenhaven Press, 2015. At Issue. OpposingViewpoints in Context,ic.galegroup.com/ic/ovic/ViewpointsDetailsPage/ViewpointsDetailsWindow?disableHighlighting=false&ampdisplayGroupName=Viewpoints&ampcurrPage=&ampscanId=&ampquery=&ampprodId=OVIC&ampsearch_within_results=&ampp=OVIC&ampmode=view&ampcatId=&amplimiter=&ampdisplay-query=&ampdisplayGroups=&ampcontentModules=&ampaction=e&ampsortBy=&ampdocumentId=GALE%7CEJ3010926204&ampwindowstate=normal&ampactivityType=&ampfailOverType=&ampcommentary=&ampsource=Bookmark&ampu=txshracd2512&ampjsid=306bc7915bef8fd47a55e3705f2f9a2f.Accessed 10 Nov. 2016. Originally published as &quotThe Truth AboutVideo Games and Gun Violence,&quot MotherJones,11 June 2013.

Leonard,Andrew. &quotVideo Game Culture Does Not Promote AntisocialBehaviors.&quot ViolentVideo Games,edited by Roman Espejo, Greenhaven Press, 2015. At Issue. OpposingViewpoints in Context,ic.galegroup.com/ic/ovic/ViewpointsDetailsPage/ViewpointsDetailsWindow?disableHighlighting=false&ampdisplayGroupName=Viewpoints&ampcurrPage=&ampscanId=&ampquery=&ampprodId=OVIC&ampsearch_within_results=&ampp=OVIC&ampmode=view&ampcatId=&amplimiter=&ampdisplay-query=&ampdisplayGroups=&ampcontentModules=&ampaction=e&ampsortBy=&ampdocumentId=GALE%7CEJ3010926207&ampwindowstate=normal&ampactivityType=&ampfailOverType=&ampcommentary=&ampsource=Bookmark&ampu=txshracd2512&ampjsid=804379a93da8e737e71b8cd4bf482473.Accessed 10 Nov. 2016. Originally published as &quot`Grand TheftAuto V`: Gaming`s Dark Misogynist Cesspool,&quothttp://www.salon.com,2013.

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Levine,Judith. Onlya Game: Why Censoring New Media Won’t Stop Gun Violence.Media Coalition, 2013. Print.

Wayne,Warburton and D. Braunstein (Eds.) GrowingUp Fast and Furious: Reviewing the Impacts of Violent and SexualizedMedia on Children, (pp.56-84). Annandale, NSW, Australia: The Federation Press.