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Bao-Vi Doan

Mr. Navarrete
English 3
Dec 10, 2015
Violent Games Did Not Lead To Crime.
Throughout the entire history of scientist, mankind has been developed along with
industry combined with high technology to go along with intelligence engineering, yet humans
still hunt for more advice to bring up our people, bring up our nations to the glory light shining
above our hearts. Human life became easier and more stable. Moreover, most ordinary people
did not like the idea of letting technology take over their abilities; the generations full of
technology without being use by human hands to a small amount of work. Violent game for
example. Parents fighting against the product of games. The graphic and killing people was
being described so well throughout the games, yet always go with crap equipment such as a
knife, a gun along with poison gasses. However, deep inside the game, there is always a purpose
of making these games, deep inside, there is always a story comes along with the meaning of life.

People tend to believe that kids play violent video games are always end up with a
tragedy play of their lives; killing people, bullying, cause more aggression and fighting than nonplayer kids. Shooting games cause the teenager to play with a gun in a social lifetime and cause
real-life violent behavior. By trying to imitate the characters in the games, kids start to become
more greedy and evilness more or less has been grown in their blood cells. From the research in
2001, Kids and teenagers spend at least thirteen to fourteen hours a week to play their video
games. Kids rather play video games, live in their virtual world rather than physically play
outside. Conversely, video games are so glory in childrens lives, so no wonder it is difficult to

prevent children from playing video games general and violent games individual, but isnt that
even necessary for children? With a macrocosm type of games, it is crucial opinion to say
whether games are generally good or bad. The video game industry is a rapid-growing market
that went from having a market volume of $100 million in 1985 to $4 billion in 1990 (Gartner,
2013). Additionally, throughout the entire group of compilation, the power of violent gaming
industry has never stopped growing higher and higher in human cosmos.

Games always require the high number of human intelligence. In order to progress in
games, players must follow the guideline, restrictions, and components of them. As the player
faces a new challenge, man must use their intellect to solving problems that they meet through
the game and try to find the solution to get to the victory of his own happiness. The player can
also learn strategy and anticipation,management of resource, mapping, pattern recognition, how
to judge the situation and practice reading, and quantitative calculations. (Tumbokon, 2014). As
games become more like a puzzle, players must focus on different objectives while keeping track
of all the changing element and connecting ideas with its components; which require multiple
tasking and induce quick thinking. Furthermore, United State Military uses warfare simulation
games for training their skills and preparing for the future.

The collection of game industries has given a lot of profit to the U.S individually and the
world generally such as economy improves. Similarly to the US Supreme Court ruled that
violent video games do not cause youth to act aggressively. In Brown v. Entertainment
Merchants Association (2011), the US Supreme Court ruled 7-2 that California could not ban the
sale of violent video games to minors. Justice Antonin Scalia wrote in the majority that studies
the reason to show the connection between violent games and the evil effect on children way of

thinking "have been rejected by every court to consider them, and with good reason: They do not
prove that violent videogames cause minors to act aggressively." Playing violent video games
also does not cause kids to commit mass shootings and become criminals. Katherine Newman,
Ph.D., Dean of Arts and Sciences at Johns Hopkins University, wrote: "Millions of young people
play video games full of fistfights, blazing guns, and body slams... Yet only a minuscule fraction
of the consumers become violent." On the other hand, if violent gamers are always with their
console or computer all day long, how can they committed a crime and mass shootings when
they do not even have a sufficient time for their virtual world?

The controversial of violent games issue has never stopped argue between the two side of
for violent games and against violent games. If you still think that harmful punishment, and
violent causes by violent games, can I ask you a question: What game did people play 1,000
years ago?. Again, video game violence and real violence are totally different subject. As if
video games make you violent, does monopoly make you a millionaire? However, video games
is a world that human can express themselves and such a place allows for creativity to grow.

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