Violence in Television, Movies, and Video Games Should Not Be Censored

1659 Words Mar 22nd, 2013 7 Pages
VIOLENCE IN TELEVISION, MOVIES, AND VIDEO GAMES SHOULD NOT BE CENSORED

Television, movies, and video games have a great influence on the minds of today's youth. But, what exactly are the effects of such an influence? Certain people have exaggerated the effects that these media have on today's youth. Many people, including government officials, have singled out these three media sources as the cause of some types of violence simply because it is an easy target for laying the blame. The truth is that television, movies, and video games are nowhere near the actual causes for acts of violence and other crimes. Studies on the issue are, at best, inconclusive on the issue. Many people believe that television, movies, and video games are the
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They also blame these sources of media because there often isn't any other explanation. When people are distressed by an incomprehensible crime, such as the one recently committed in Jonesboro, they want an excuse for why it happened. When one can't be found, they are quick to blame it on the violent television programming or the video game with the most blood in it.
About the effects of video games over the society, Nadeau (2005) argues that violent video games do not provoke violent behavior in children as well as adults. Nadeau refers to statistics which proves that violent crimes have decreased since 1995, shortly after the introduction of violent video games, such as Grand Theft Auto 3. In such a way, it is even possible to presuppose that violent video games contribute to the decrease of violent crimes. The latter may be explained by the fact that children and other users playing violent video games direct their aggression, which they accumulate in the real life, on imaginary opponents in video games. As a result, they do not offend people in real life situations. In addition, violent video games distract users from real life problems and, whatever the content of the game is, it is still a game. Therefore, users are able to distinguish the reality from the imaginary world, though it is not always the case of children, who may have certain difficulties in this regard.

Nevertheless, it proves beyond a doubt that the distribution of

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