Violent Video Games And Violence

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Violent Video Games

The sound of a gun echoes throughout the room as he pulls on the trigger. A woman has been shot through the chest, and she crumpled to the floor. The man that shot her felt no remorse, luckily he only pulled the trigger of an XBOX controller. and no-one really got hurt. Those who enjoy video games can be subjected to an uneducated stereotype, which is violent games contribute to violence in society. This assumption is ultimately proven false by many on-going studies, scientific based research, and scholarly journals. These credible sources of information contradict what the mainstream media often pushes out to the public for clicks, likes, and television ratings. The issue is not the video games, the issue is that society
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If video games were the reason for violence and crimes, then these other countries that play the same amount of games should have a similar number of gun-related murders with America, but instead they fall short by thousands. This evidence alone shows that video games cannot be the cause of violent murderous tendencies on a national stage. Another strong piece of evidence, is trying to link the sale of video games and the increase of crime rates. The Bureau of Justice Statistics, which is a federal government agency that collects, analyzes and publishes data on crime at taxpayers expense, posted a graph on their website showing the crime rates between 1973 and 2003 (BJS). One section of the graph showed the time period between 1993-2003, which is when the so-called infamous game “Grand Theft Auto” made it’s debut. Grand Theft Auto was a “shoot-em up” third person game that was allowed a player to create mayhem all over the place. This game was a staple item for almost every game lover and the producers of the game had record sales, however, contrary to popular belief, the rate of crime declined during this time. (Fisher 2007). This just shows even when the most popular violent game on the market hits, the crime rate still went down. One last example is the study of violent crime offenses, and computer video game sales from 1998-2013. As the rate of crimes decreased, the sale of computer games and video games increased drastically. (Entertainment

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