The Benefits Of Ultra-Violent Video Games

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According to California law, ultra-violent video games are defined as video games in which the range of options available to players includes killing, maiming, dismembering, or sexually assaulting a human being. Ultra-Violent video games are in dire need of thorough regulation. Although violent and offensive video games are not revolutionary items, they are now getting a second-look based on research that suggests these games cause a lack of empathy in players. Ultra-violent video games are a cause for concern as their risks outweigh their benefits, they desensitize players to violent acts, and are used by children who are easily impressionable.
The risks of ultra-violent video games far outweigh the benefits. There has been numerous scientific
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Recent development has enabled violent video games to become highly interactive, even allowing players to use extremely realistic weapons such as replica guns and swords. These developments have further increased the interactivity one feels within a game and has widened the gap between playing behaviors and ‘real world’ behaviors. It is argued interactive video games are also used and beneficial in tactical training for soldiers. It is imperative to note, however, that the training used in combat training has a purpose of desensitizing soldiers. According to Monique Wonderly there is a “natural aversion to killing one’s own kind, so troops must be desensitized and conditioned in order to become willing and proficient killers.” Although this type of desensitization is beneficial to soldiers who are fighting in combat, it may also have the same striking effect on children which may cause a lapse in morality that is …show more content…
According to the Entertainment Software Association, over 26% of Americans who play video games are under 18 years old. During this age of development, children are the most impressionable because it is the point in which they constantly absorb their surroundings. Games which are intended for adult audiences are accessed easily by children. Although many assume it is a parent’s responsibility to assure their children are not playing these types of games, a recent study suggests that “90% of teens say that their parents never check ratings before buying or renting games” (Anderson). The accessibility children have to ultra-violent video games is concerning. A child’s personality and moral compass is formed throughout childhood so it is imperative that children not be exposed with ultra-violence. An example of the short term exposure effect of violence on children is shown in the Albert Bandura study. Within this study, children were introduced to a “Boppy” toy. Children that were not exposed to violence towards Boppy did not exhibit aggressive behavior, whereas children who viewed another individual hit the toy, proceeded to also hit the toy (McLeod). As can be seen in this study children are extremely impressionable and by exposing them to violent video games it is very probable they will imitate what they

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