Media Violence And Violent Video Games

In an intense visual provided by mediaviolence.org, it shows a blonde headed young boy around the age of twelve years old playing a video game. At the top of the graphic it states “Mediaviolence.org, The Top Games of 2011 Include”, suggesting the idea of this illustration is pertaining to connecting violence to video games. The picture also has in the top left hand corner “according to CNBC, the top games of 2011 include: Rage, Bulletstorm, Max Payne, Twisted Metal, and Deus Ex 3: Human Revolution.” By adding the list of the top 2011 games it makes the audience think and make connections toward the image and what game might this child be playing. The names of the games listed also suggest that they are violent because of the words: rage, storm, …show more content…
By assuming violence is pure entertainment, as seen on the young child’s face as he plays the game, can confuse the boundaries of violence being wrong and video games being pure entertainment. If parents are teaching their children that killing or any form of hurting someone is entirely wrong and it comes with consequences, they will be perplexed by this notion. Mainly because when they play violent video games they are allowed to injure someone, not receive consequences, and most likely be rewarded. They will contemplate on trying to differentiate the world of video games and their actual reality. Many of the times children tend to copy what they see because they do not understand the meaning of what is being shown most of the time. For example, how do most children around the age’s two and up know what a gun is? They do not know the reasons for why we posse guns, but they run around shooting it and thinking of it as fun. This goes to say how much video games can contribute to some unacceptable behaviors without anyone recognizing …show more content…
In Jessica Robbins essay she states, “video games today are more graphic and violent than they were a few years ago. There is a concern about children being influenced by the content of some of these video games” (69). Such as in the game Deus Ex 3: Human Revolution, Mediaviolence mentioned, it is about how a man is doing whatever it takes to overthrow his government. Promoting the perception of violence is the way to handle problems and to do anything to get one 's way. Once again, these games are sending mixed signals of morals and how to go about solving

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