Are the games that young adults play in this modern day really do affect their behavior in the real world? The behaviors don’t really change as much, in fact it actually helps them. But you’re probably wondering how. Well there is a lot of ways. For example they help scientists solve puzzles involving genes, conservation and the universe. There is more to the brain about techniques and strategies than there is to violence. Therefore video games that involves shooting does not cause violence in people.
Violent crimes, mostly for the teens has decreased enormously since the early 1990s, statistics say. Video games have increased in popularity and use over time. “Many games with violent content sold in the U.S. are also sold in foreign market. But the level of violent crime in these foreign markets is lower than that in the U.S., suggesting that influences such as the background of the individual, the availability of guns and other factors with understanding the cause of any particular crime. In fact, an analysis by The Washington Post of the 10 largest video game markets across the globe found no correlation between video game consumption and gun-related deaths” (ESA, 2014, p.1).So as result there isn’t any link found between behavior or attitude with violent games. “...Authorities... like the U.S. Supreme Court, U.S. Surgeon General, Federal Trade Commission and Federal Communications Commission have examined the scientific records and found that it does not establish link between violent programming and violent behavior”(ESA, 2014, p.1). The truth is, there is no scientific research that links between computer and videogames and violence.
Having this strategic and complicated violent video games can come in good ways for the communities all around the world. The rate of video games sold in markets increased gigantically. However the violent crimes decreased dramatically. According to the graph of *U.S. Dept. of Justice - Federal Bureau of Investigation - “Preliminary Annual Crime Stats 201’’, it shows that from 1998 to 2013 the sales of violent games increased from 4.8 billion to 14.8 billion. But at this rate the violent crimes have decreased from 11 million to 3 million crimes (ESA, 2014, p.3). This graph tells us that violent but advanced video games helped out with the number of crimes being done over time. Playing video games keeps anyone busy from stress on their mind. On the other hand according to an article, Shooting in the Dark “Moreover, youngsters who develop a gaming habit can become slightly more aggressive — as measured by clashes with peers, for instance — at least over a period of a year or two.Yet it is not at all clear whether, over longer periods, such a habit increases the likelihood that a person will commit a violent crime, like murder, rape, or assault, much less a Newton-like massacre (Such calculated rampages are too rare to study in any rigorous way, researchers agree)” (Benedict Carey ,2013, pg.1).
After playing a video game that involves violence, it doesn’t leave you thinking to be violent. Just because video games have violence that occur for entertainment, it does not mean it links directly to the real world. The outcome of the video games do not change the behavior or attitude that one gets when they are involved with this complicated strategic games. On the other hand, it actually helps them in real-world modern times. I used to think that watching or being active with violent games can influence the attitude of someone to be aggressive. But now after the statics that have been proved, it makes me think that you should play video games not just for entertainment but to improve the brain’s thinking matter. Its like saying that you should play with puzzles, but one does not have to if they don’t want to. The mind is in the game where they have to use plans and complicated strategies to solve that mission. So now what’s your opinion- does the “violent” games that young adults really all about changing their behavior or does it actually help them in life to think in a harder way?
Bibliography:
Benedict Carey, (2013, February 11)
Mohammadi, D. (2014, January). “How online gamers are solving science's biggest problems.”
http://www.theguardian.com/technology/2014/jan/25/online-gamers-solving-sciences-biggest-problems
About the author:
Yuliana Perez is only 14 years old and was inspired by her 8th language arts teacher, Christine Crain in Premier Charter School. Without her and the peers there, she would’ve never have done this without them. She grew up in St. Louis, Missouri, but her parents are from Mexico and she has lived there at a very young age.
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