It's here! The next big blog I had promised! It's based off of some findings and research I had to do for my juvenile justice class, but I figured it would be interesting to talk about all the same. I'm curious to hear all of your views and opinions and maybe even get some feedback I don't know about or failed to mention! Anyways... ENJOY!
The big question: Are Video Games Linked with Violence?

Mass shootings take place each year. Since 1982, there have been at least 62 mass shootings across the country. Some of the mass murders include Columbine in 1999, Virginia Tech in 2007, and the Connecticut shooting in December of 2012.
Every time a violent tragedy occurs in the United States gun control and
video games are once again the discussion of public vernacular. In fact, one of
the many debates that circulate the controversial topics today is whether or
not media, influences violence and negative behaviors. For some they say that
video games can make people violent over time, but for others they say it is
impossible to link such games to such criminal behavior.
However, we can't help but wonder why. With all these shootings there seems
to follow a huge press story and even when we look at the rising popularity of
these games and the rate of crime, the growth of video games has led to a
parallel increase in the number of studies evaluating their impact on our
minds.
It is true that video games make
up a huge part of entertainment for children and young adults today. Video
games are a social activity, a means for entertainment, and a way to release
frustrations or pent up aggression. These games serve as an escape, a place to
connect and meet others without judgment or pain, but do these games and their
systems contribute to the rate of crime?
Video games are considered
aggressive because they are an active involvement as opposed to a passive one.
When you play these video games you are in the first person (or third person)
point of view and you have to make the decisions for the character. In some
of these games, you also have to consider people will rush right at you
with intentions of hitting you with an up-close attack, not caring how many
bullets they take in the process.
I have played most of these games. And while I don't particularly find
them all favorable, I usually notice that I prefer the thrill of
adventuring and side missions more than I enjoy actually shooting at
people. The thing is, people have great difficulty judging influences on
events especially when they all seem to be happening so fast.
Such games, like Mortal Kombat you fight to win and often there are intense
and gory fighting scenes. With games like the Halo series and Call of Duty or Black Ops you have no
motive to kill, but are rewarded for attack damage. With a game like the Uncharted series you kill because you are being pursued and you're on a quest to uncover various historical mysteries. With Grand
Theft Auto you are the bad guy and you score points by stealing cars, running away from the law and causing mischief with the cops. In L.A. Noire, you are the investigator to violent crimes and
sometimes have to be brutal yourself. But I don't think it is necessarily these
games that cause the crime.

The single cause of mass shootings can be the result of many different
things. Studies seem to show a direct correlation with exposure to video games
and academics, decreased empathy, and a higher possibility to consider violence
when dealing with issues, particularly with youths and those with behavioral or mental problems. Whether this extends to real-life cases of mass
shootings, however, is uncertain. Researchers ignore evidence that doesn't fit with preconceived notions of what classifies someone as a violent video game player.
I think the media is to blame. Why do companies pay millions for product
placement and advertising in video games if the media has no influence over behavior? Perhaps
one solution is to further the restrictions for marketing children or how we
market children. Furthermore, news stories are more likely to deny the harmful
effect of media violence. If they deny it after all, the games will sell and they
will make a profit. The entertainment industry is probably reluctant to admit
that they are marketing a harmful product.
Of course, you can't back up an experiment or hypothesis without evidence
and statistics. Here are 22 charts & graphs on video games & youth
violence to back it up.
http://videogames.procon.org/view.resource.php?resourceID=003627 The charts and graphs are split into gamer demographics of age and gender, video game sales, and youth violence trends.
When we speak about violence in our society we're talking about violence as
part of our everyday lives. Because of this, video games, as with TV, films, and other media
has a rating. This rating system is one that is much more detailed and
explicit. The ratings are meant to keep materials in check and to keep those
who aren’t old enough to see it in terms with discretion. There are also parental settings, which allow parents to limit what children can and cannot have access to. Nowadays, children and teens seem to know more about sex, drugs, violence, and guns than we do. The main "bad" part about playing these violent games is
desensitization.
Perhaps we should consider social factors as well within the research. While it seems likely that violent movies and games play an attributing role
in increasing violent behavior among the young and, more specifically, those
with behavioral problems, I do not think it is the cause. Rather it raises the
question of how these two behaviors can be linked if youth violence has
declined over the last several years during the same period violent video games
gained a rise. Also, I think the bigger issue is why it is acceptable
entertainment to kill human beings? I understand the right of freedom of expression, but does violence have to surround us in every aspect of the media?