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Bao-Vi Doan
Ms. Moore
Expository Reading and Writing Course
16 December 2016
Violent Video Games And The Lead Of Violent Behavior.
Countless people, constitute of ordinary class and upper class, acknowledge that video
games are leading gamers toward violent behavior; that video games should be prohibited, nor
should be limited in the nation. Additionally, the graphic of the games and the design of the
characters along with the description of whereby the main characters kill and destroy humans
bodies are well depicted throughout the game. At the same times, the equipment in the games
such as knives, guns, and poison gasses are one of many factors parents are continuing
fighting against the gaming industries. However, violent behavior and violent games are two
unconventional topics that are having different endings; moreover, video games generate many
strategies and encourage gamers to use logics along with the combination of separate skills in
order to achieve the quests or levels. Violent video games do not lead to crime or violent
behavior; therefore, it helps developing human brains, the economics of the nation, and
assistance of releasing stress.
The gaming industries have devoted many of their efforts to our economy. Video
games were first invented by Edward U Condon, a distinguished American nuclear physicist,
in the 1940s. It was the traditional game Nim which players try to avoid picking up the last
matchstick. This simple little game attracted thousands of people eyes involved not only
children yet adults as well. From there, gaming industries keep evolving their systems along
with extraordinarily advanced technology to a whole various level from the past seventy-six

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years. The video game industry is a rapid-growing market that went from having a market
volume of $100 million in 1985 to $4 billion in 1990 (Gartner, 2013). An enormous gap
generated within just five years, and as of now, according to Newzoo: Market research firm
Newzoo revealed today that it expects the global gaming market to be worth $99.6 billion in
2016 The prediction of gaming industries will sure approach $100 billion in 2017. The stock
market has collapsed many times and caused the United States followed by the whole world
into the depression incalculable time, but the gaming industries and their stocks increase
immediately after the economy recovered; slowly brings up the America.
Gaming consists of logics, delicacy, and of course learning as well. A study at
Columbia Universitys Mailman School of Public Health has completed one out of various of
their investigations which lead them to a conclusion: Time spent playing video games may
have positive effects on young children.(Barshay 2016). Researchers at Social Psychiatry and
Psychiatric Epidemiology interpret that juvenile who played video games more than five hours
a week had fewer psychology problems than those who did not play games; additionally,
teachers tend to admit those who played video games as outstanding students in the academy
as well as social adjustment. Researchers also observed no connection between playing video
games and mental problems accompanying with violent behavior. Furthermore, playing video
games required not only the delicacy, yet logics and your brain cells at the same time. Players
must perform their current level by using guidelines to solve the puzzles in sequence to
overcome the struggles to the ensuing level. The player can also learn strategy and
anticipation, management of resources, mapping, pattern recognition, how to judge the
situation and practice reading and quantitative calculations (Tumbokon, 2014). Playing game

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is not just for having fun or to satisfy the boredom but learning different skills that can also be
useful as their life cycle continues to role.
Numerous people, especially parents, tend to conclude that violent video games
stimulating violence such as shooting games and fighting combat video games might provoke
juvenile to commit violent behavior. Video games or violent games, in general, requires
players to act vigorously while playing the games: stabbing, shooting and fighting applying
weapons. The office of the Surgeon General once published the article Youth Violence: A
Report of the Surgeon General in 2001 states that: "compelling evidence that the use of
realistic controllers can have a significant effect on the level of cognitive aggression."
Fundamentally, they say that the controllers are the essential elements that motivate players to
behave stubbornly in real life; gamers are so practical that mimicking the violent acts from the
games to enhances the learning of those violent behaviors. Therefore, gaming is good for
study yet also plays a crucial role of leading the new generation into the darkness of
destruction. Furthermore, parents afraid that their children might emulate certain characters in
the game and are determined by their brutal behavior; in another word, their children will be
acting aggressively after playing video games. Thus, violent video games produce violent
behavior in our nations youth; violent video games should be banned.
Violent videos games and violent behavior are two dissimilar subjects that have no
connection between the two, and they are also producing different consequences. Katherine
Newman, a professor in Dean of Arts and Sciences at Johns Hopkins University once says:
Millions of young people play video games full of fistfights, blazing guns, and body slams...
Yet only a minuscule fraction of the consumers become violent.(Newman, 2008). In facts, not
all gamers after played a certain violent game end up carrying guns and holding knives;

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wandering around their neighbors and attempting to commit crimes and then escaping from
prison after that. A report by the US Secret Service and US Department of Education
examined 37 incidents of targeted school violence between 1974 and 2000 Of the 41
attackers studied, 27% had an interest in violent movies, 24% in violent books, and 37%
exhibited interest in their own violent writings, while only 12% showed interest in violent
video games.(United States Secret Service, 2004). The study has shown that violent video
games do not always lead to crime but there is an abundance of circumstances that causes
juvenile to committing crimes. Moreover, playing games help to release pressure; thus, gamers
tend to not acting aggressively in real life for they are always releasing them all out while they
are playing their games.
As a result of all the facts, statistics and evidences that has been studied and
investigated, violent video games do not led to violent behavior; especially, violent video
games do not lead to crime. Moreover, gaming industries has been doing a great job in helping
the economics of the United States or other countries as a whole. Play games also help our
brains work faster because in certain circumstances happen in the game, it requires players to
think faster. This also help gamers in real-life when they need to deal with logics such as in
business field or when it comes to economic subject. Thus, videogames should not be banned
or should be prohibited. Because without them, our economy will decrease along with the
increase in brutal behavior. For there is no place for humans to release stress, they will just
release them all out onto someone else.

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Works Cited
Galarneau, Lisa. 2014 Global Gaming Stats: Who's Playing What, and Why? | Big Fish
Blog. Big Fish Games, Big Fish, 16 Jan. 2014, www.bigfishgames.com/blog/2014global-gaming-stats-whos-playing-what-and-why/.
Hughes, Emily. Effect of Video Games on Child Development. Developmental
Psychology at Vanderbilt, My.vanderbilt.edu, 24 Apr. 2014,
my.vanderbilt.edu/developmentalpsychologyblog/2014/04/effect-of-video-games-onchild-development/.
Hughes, Emily. Effect of Video Games on Child Development. Developmental
Psychology at Vanderbilt, My.vanderbilt.edu, 24 Apr. 2014,
my.vanderbilt.edu/developmentalpsychologyblog/2014/04/effect-of-video-games-onchild-development/.
Lenhart, Amanda. Teens, Social Media &Amp; Technology Overview 2015. Pew
Research Center: Internet, Science &Amp; Tech, Pew Research Center, 9 Apr. 2015,
www.pewinternet.org/2015/04/09/teens-social-media-technology-2015/.
@NewzooHQ. The Global Games Market 2016 | Per Region &Amp; Segment |
Newzoo. Newzoo, Newzoo, 21 Apr. 2016, newzoo.com/insights/articles/global-gamesmarket-reaches-99-6-billion-2016-mobile-generating-37/.
Office of the Surgeon General. Youth Violence: A Report of the Surgeon General.
National Center for Biotechnology Information, U.S. National Library of Medicine,
2001, www.ncbi.nlm.nih.gov/pubmed/20669522.

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