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Violence in Media on Video Games - Essay Example

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Violence in Media on Video Games

While this may just be fun and games for them, their abilities to master these actions grows the more that they try to imitate the original action they witnessed. The more time that children spend playing violent video games, the more they become familiar with the concepts being depicted. Furthermore, there are video games that allow the player to play as a first person and they can experience the game as if they were in it, committing the violent actions themselves instead of witnessing them as a bystander. Adults and teachers feel that these games are “training programs for children to commit crimes (Kutner & Olsen, 2008, p. 121-122).” While impressionability is not necessarily a bad thing, it becomes a problem when children do not have a mediator to tell them when certain behaviors and actions are right and when they are wrong. In video games, violent actions and criminal behaviors are seldom met with consequences or punishments. When children see people, whether they are real or the product of a virtual world, engaging in violent behavior without being punished, the children believe the same thing holds true for them (Degaetano & Grossman, 1999, p. 79-80). If they display violent behavior, they expect not to face consequences because the characters in their video games did not. Unless authoritative figures, such as parents or teachers, make it known that video game characters live in worlds where normal rules do not apply, children will behave as they want to and think they are invincible. Similarly, when parents do not step in and talk to their children about the false impressions left behind by video game violence, children tend to condone the actions of the characters in the video games. If a fictional video game character does something and is not...
This essay approves that when children see people, whether they are real or the product of a virtual world, engaging in violent behavior without being punished, the children believe the same thing holds true for them. If they display violent behavior, they expect not to face consequences because the characters in their video games did not. Unless authoritative figures, such as parents or teachers, make it known that video game characters live in worlds where normal rules do not apply, children will behave as they want to and think they are invincible.
This report makes a conclusion that the impressionability of children can be a beneficial thing, but only if they are being influenced by appropriate role models. Video games are among these role models, though many are far from being appropriate. When children are consistently subjected to violent video games, they absorb the behaviors and actions and use them when they feel the need. Since video game characters seldom face consequences for their actions, children believe that the same applies to them. When their parents do not make it known that there is a huge difference between fantasy and reality, children learn to condone the behaviors witnessed in video games. As such, there has been a steady increase of violence and aggression among children, and the increase has been linked to violent video games. Parents need to take it upon themselves to make sure their children know the difference between right and wrong and fantasy and reality, and where their children stand in the grand scheme of things. ...Show more
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Summary

This paper will look at the effects of video game violence and children.The younger that a child is, the more impressionable they are. They are constantly subjected to concepts and behaviors that they gradually adapt for themselves. …
Violence in Media on Video Games
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