The media today takes the place of paintings that were the media back in the 1600’s. “Supersaturation, or, The Media Torrent and Disposable Feeling” by Todd Gitlin was written to prove that the media is overtaking society today. Paintings were used throughout wealthy family homes, and each member could describe in detail what each aspect of the painting meant. Unlike the paintings that were for the families of rich people, the media today is available to everyone. Gitlin expresses that people have become desensitized to society and from their own feelings because of today’s media outlets. In today’s world, people are overwhelmed with pictures, television commercials, and billboards. As the world …show more content…
Individuals that play violent video games tend to reflect on the video game as reality. The actions of players in reality are influenced by the amount of violence reflected in games. There has been a study that has shown a “[strong connection] between violent video games and juvenile offenders” ("Violent Video Games Are a Risk”). Videogames often portray the “killing of people or animals [and] the use and abuse of drugs” (Jenkins) and are reflective of today’s society. As people bring these actions into the world crime begins to rise. Most of the crimes that are committed are related to playing video games with violence incorporated into them. “In June 2003, a teenager named Devin Moore, who was a big fan of the Grand Theft Auto series, went on a killing spree. He’d been brought to a police station on suspicion of stealing a car, at which point he grabbed a gun, shot two officers and a 911 dispatcher, and grabbed a set of car keys as he made a speedy exit . . . When caught, he reportedly said, Life is like a video game. Everybody’s got to die sometime” ("10 Deaths Caused”). Playing violent video games to often can lead to unlawful actions. Individuals spending time on these violent games, causes increased criminal activity. This trend is on the incline and has become more prevalent among young …show more content…
Gaming is not the way people should spend most of their free time. Free time should be spent doing activities that will grow one’s mind, not alter one’s personality. The need and demand for bloodier, more violent games has continuously increased. As a result, newer video games try to outdo their older versions by increasing the gore and violence factor. Violence in video games only encourages and expresses that violence is the answer to every situation that occurs. Violent video games lead to aggressive behavior in those who play the games. Video games can alter the mentality and actions of a player. This does lead people to engage in more serious levels of criminal behavior or activities. Levels of violence within videogames causes players to become desensitized against violent real life situations. As video game play increases, players do not see the effect that the game has on their response to violent situations around them. Just because the video game is rated M for mature, does not mean an eight year old or even an eighteen year old is mature enough to play that particular game. Even adults can have their thought process affected by violent video games. Violence in video games only encourages and expresses that violence is the answer to every situation that the player encounters. The newer video games that are being produced should not influence people to engage in criminal or violent activity, but rather