Between Video Games and Violence, 2018). If it is absolutely difficult to get the children not to play videogames, I think that the least they can do is filter out violent ones and allow only non- violent videogames. Attempt made on state-wide ban on violent video games to minors have so far not worked. The one that pass in California in 2005 lasted for only six year before the Supreme Court take it off. The reason being was the First Amendment’s Right to Free Speech and that the
video game players interacting violently in the game does not determine their real-life outcomes (Jones, “No, Violent Video Games Don’t Cause Mass Shootings.” 2018). As the APA report mentioned earlier stated, “all violence is a aggression but not all aggression is violence” (Jones, “No, Violent Video Games Don’t Cause Mass Shootings.” 2018). Violent video games have been shown to be a contribute risk factor to real-life violent behavior. However, we cannot conclude for sure that they are a main cause. There is also no evidence that they direct cause children like Harris and Klebold to purchase assault rifle and shoot up their school (Jones, “No, Violent Video Games Don’t Cause Mass Shootings” 2018). Jones (“No, Violent Video Games Don’t Cause Mass Shootings”, 2018) believes that curbing assault rifle sales alone prevent another Columbine. I do not disagree. I am not against run background check on everyone who want to purchase them. Beside the military, I do not believe that there are many situation in which they are really needed. However, outright banning them may also partly break the Second Amendment Right to Bear Arms. In Japan, a gaming market research organization, NewZoo found that about 60 percent of their population plays video games and yet almost no one get kill by any form of a gun (Salam and Stack, “Do Video Games Lead to Mass Shootings? Researchers Say No”, 2018). This is mostly because owning a weapon is against the law in Japan. Culture difference may play a role as well. Violence in one way or another has been a part of the U.S. culture since it was form. The opposite is most true for Japan. There seems to be gender difference in the frequency of videogames, too. Kutner and Olsen (Grohol, The Link Between Video Games and Violence, 2018) found that only eight percent of boys played a little or never. In fact, game in some form has been a favorite social
interaction for boys probably since humanity been around. On the other hand, it is less common for girls to play violent videogames. They also found a high likelihood of those who already are likely to be aggressive to be more likely to be drawn to violent videogames (Grohol, The Link Between Video Games and Violence, 2018). Resulting, it make perfect sense that violent videogames bring out aggressive behaviors in such individuals. They also found that spending an unhealthy amount of time playing violent videogames tend to increase aggression in such individuals (The Link Between Violent Video Games and Violence, 2018).
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- Spring '13
- Video game controversy, Columbine High School massacre, Brad Jones