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American teens and violent video games
Journalism & Communication
Pages 10 (2510 words)
Sofya Bezbogina Introduction to Mass Media and Communications Tammy Rosso November, 27 American Teens and Violent Video Games 1. Introduction Violence in entertainment and media has always been incorporated in human lives. From battles with hungry lions watched delightedly by Romans and dramatic theater since the ancient Greeks to Shakespeare, violence had always been the main factor in the equation.
Accumulated evidence pointed that there was a “causal connection between media violence and aggressive behavior in some children” (Smith and Donnerstein). With the evolution of technology, the rise of the video game industry had given rise to a new form of entertainment that quickly became one of the favorite activities of children in the United States. Uninfluenced from economical distraught and recession, the annual income has increased over the years, with sales that amount to $16.6 billion in 2011 (fig.1).The target group of the industry included individuals ranging from various age groups, with teenagers being the one of the most prominent with surveys showing that “99% of boys and 94 of girls play video games”(Lenhart et al.). With the first appearance of video games, violence was almost always present, with the most notable example being Death Race 2000, a car racing game which involved running over spectators to collect points (Kent). Shorty after the release of the game in 1976, the uproar and protests by consumers led to the removal of the product from the shelves. The realistic nature of the game and the human-like forms that were depicted being killed in the game were the main concerns of the protesters. ...
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