From this essay it is clear that violent crimes have generally declined since 1994, while violent games became more graphically violent and violent in plot. Ferguson asserts in 2007 that scholars and politicians miss an important statistic: violent crimes have fallen since 1994, except for some minimal spikes throughout the decade. If violent video games are more pervasive and more violent than ever, they should be affecting violent crimes positively, if it is true that playing violent video games make people more violent in thoughts and actions. Without this connection between video games and violent crimes, it is hard to prove that violent video games cause violent crimes. Moreover, violent youth crimes dropped from 1994 to 2004 too. This study highlights that Violent video games may even serve as an outlet for aggressive individuals. Aggression is part of human nature, while some may have more of it than most, and Carey poses an insightful interpretation of the weak relationship between video games prevalence and sales and violent crimes. He says: “It could be that the games provide ‘an outlet’ that satisfies violent urges in some players — a theory that many psychologists dismiss but that many players believe”. Researchers should look into the possibility that violent video games may even be therapeutic for violent children, especially those experiencing traumatic or depressing events in their lives....
The statistic implies that video games do not necessarily shape violent youth behaviors. In addition, video game sales are not related to violent crimes. Carey reports the work of Dr. Ward and colleagues on the week-per-week sales data for video games in different communities. Ward et al. stated that findings showed: “We found that higher rates of violent video game sales related to a decrease in crimes, and especially violent crimes” (Carey 2). The result of their study suggests that video games do not necessarily increase violent crimes. These articles maintain that the proliferation of the violent video games industry has not corresponded to higher violent crimes in adults and adolescents alike. Violent video games may even serve as an outlet for aggressive individuals. Aggression is part of human nature, while some may have more of it than most, and Carey poses an insightful interpretation of the weak relationship between video games prevalence and sales and violent crimes. He says: “It could be that the games provide ‘an outlet’ that satisfies violent urges in some players — a theory that many psychologists dismiss but that many players believe” (2). Researchers should look into the possibility that violent video games may even be therapeutic for violent children, especially those experiencing traumatic or depressing events in their lives. Furthermore, violent kids are attracted to violent games too, and this connection suggests that their violence may be finding an expression in playing violent video games. Carey explores the studies and notes: “Some studies done in schools or elsewhere have found that it is aggressive children who are the most likely to
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This research study talks that violent video games do not cause violent behavior because of the weak relations between the existence of more violence in video games and violent crimes, studies do not explore how violent video games can curb violent actions…
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The demand for violent video games is constantly increasing and the producers of such games have found this to be a very lucrative business. This paper will throw light upon the effects of violent video games and how the same impacts the society.
nce allow the children to act badly with their elders, violently with their peers and colleagues and harshly with the ones who are even younger to them. How society sees this is something in the light of how research has been done. However, there are differing opinions that
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