The Benefits Of Violent Video Games

1301 Words 6 Pages
Contrary to popular beliefs, violent video games do not spawn violence. According to an article on nobullying.com, “68 percent of all American households play computer or video games. Of this, 25 percent are under the age of 18.” As a matter of fact, 15.5 percent of games are rated Mature with around two billion dollars coming in each year from mature video games. With this amount of revenue, there is no way the gaming industries will ever stop producing violent video games. While the number to video games continues to expand, youth crimes are also diminishing. With mature video games seeming to be targeted as the agent for violence in this nation, there are also other factors that contributes to the cause of teen aggression such as feeling …show more content…
Not only does it yield health benefits such as stress reliving, but it also stimulates hand-eye coordination and mental skills to aid in academics and sports. Teens should be able to buy violent video games because; it does not affect their decisions, relieves stress, and stimulates hand-eye coordination. First of all, violent video games do not affect their decisions. In reality, it improves decision making skills. It forces the player to react quickly on their feet, encouraging them to better use evidence drawn from their senses in decision-making. They would have to absorb information quickly to make sound snap decision. In an article of dailytech.com, C. Shawn Green, postdoctoral associate at the Kersten Computational Vision Lab at the University of Minnesota and lead author of the study, explains that video games are teaching people to "become better at taking sensory data in, and translating it into correct decisions." Video games like shooter games, strengthens …show more content…
It offers safe, “participatory narratives where teens get to play good or evil, the aggressor or the defender, the killer or the killed,” said Ethan Gilsoforf, author of the go.gubur article on Why We Need Violent Video Games. These games are just another way to feel the fear. It allows younglings to express anger and aggression in a safe way keeping the real-world violence as harmless fantasies. Also, it grants the players to undergo adventures that many are not able to do every weekend such as deer hunting, jumping off airplanes, and cruising the streets. Most of the players do not let their aggressive side get the better of them, or others. Otherwise, to prevent those who are mentally ill is to prevent their access to real guns. While the sale of mature video games have increased, youth violent crime rate is at an all-time

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