Essay on Violence & Video Games

2259 Words 10 Pages
English 101
May 6, 2013
Violence & Video Games
It's a tireless task parents have keeping their kids safe. Graphic TV programs, sexually explicit magazines and alcohol all must be kept out of reach. Unfortunately, parents must add another pop culture challenge to their list: video games. A recent study by the American Academy of Pediatrics (AAP) shows that more than 90 percent of parents don't monitor ratings on the video games played by their kids. Many are unaware that a ratings system for video games even exists, and children probably know more about the rating system than their parents do. Worse yet, parents may not know that the content of certain games could affect the social and emotional development of their child, and may even
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(Carey)
Marybeth Hicks of The Washington Times agrees that “Violent video games also can be addictive as players experience the “thrill of the kill” and seek to feed the emotional response that these games stimulate. Initial studies indicate that teenaged boys are especially susceptible to gaming addiction because of the way their brains respond. It’s the addictive

behavior, more so than the threat of becoming a violent criminal, that puts young men most at risk.”
Most of us can at least once, at some point in time, recall going to a movie such as Superman and exiting the theater thinking we could fly and had the strength of ten men. I suppose such is the feeling with these youngsters when they play these video games.
Today, we see some of the effects of playing these violent games playing out in the cases of bullying around the country. Some children are taking what they see on the computer or television screen, and, while having feelings of invincibility, attack other children – usually smaller than them – on the playgrounds, schoolyards and recreational areas. “Playing the games can and does stir hostile urges and mildly aggressive behavior in the short term. Moreover, youngsters who develop a gaming habit can become slightly more aggressive — as measured by clashes with peers, for instance — at

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