The Effects of Violent Video-Games on Youth

Violence Among and Towards American Youth: The Role of Violent Video Games


It seems now, more than ever, that violence among and towards American youth is seeing a rising trend. In 2018 alone, 28 school shootings occurred with instances of injury and/or death to innocent civilians (Gun Violence Archive). This is not anything that the American public hasn't[A1] seen before, however[A2] ; several shootings involving youth have occurred in past decades. Due to the continual rise of such events, the government and other institutions aim to minimize this epidemic by researching the cause of such events and what led the perpetrators to their horrific actions[A3] . An early [A4] consideration they pinpointed to was the increasing violence in video-games and their surge in consumption among youth, from 1992 onwards. Ever since then, violent video-games have been commonly attributed to the cause of violence in youth and have since garnered these games a negative stigma among parents, teachers, public officials, and other figures of authority[A5] . Although violent video-games could indeed have been the catalyst for some of these offenders, this narrowed interpretation fails to account for many other involving factors in real world violence. This view then, would not lead to any meaningful long-term solution. To properly diagnose the causes of violence in youth[A6] , attention should be shifted away from third-party factors like violence in video-games and focused on personal factors like previous life history, mental health/psychology, and parental upbringing.[A7]


The Correlation Between Aggressiveness and Violence in Media


Perhaps the most often used argument against violence in video-games offers a correlation between aggressiveness and violence in any media, whether it be watching a Netflix special or playing a PS4 game[A8] . A study by Iowa State University, led by Christopher Barlett's research team, discovered that after 15 minutes of playing the violent video-game "Mortal Kombat: Deadly Alliance," their college undergraduate subjects were rated as being more aggressive towards other people than before[A9] . Several studies like Barlett's illustrate a similar scenario in which subjects were noted to become more prone to aggressiveness after being exposed to violent media. However, this is just about as far as these studies go. There is a large gap in between merely aggressive behavior and actual violent crimes (such as rape, murder, or assault) that these studies failed to resolve, and this is largely admitted by both sides of the issue. As said by Michael R. Ward (an economist at the University of Texas, Arlington) on the issue of video-games causing real world violence, “I don’t know that a psychological study can ever answer that question definitively.” This conspicuous lack of a solid interrelation between these two elements suggests that the underlying cause of actual violence lies elsewhere, not inherently in violent video-games[A10] .


The Influence of Media Coverage on Mass Violence


What then, has been driving up the frequency and intensity of mass violence in recent times? Although critics of violent video-games concur that large-scale violence has existed before the invention and rise of video-games, they present another assertion that video-games have served to accelerate more troubled individuals to action than ever before[A11] . Yet, this assertion also fails to establish a coherent tie between the number of shooters versus the volume of people that play violent video-games. In 2018 alone, there were 154 mass shootings in the U.S. (Gun Violence Archive). But consider that "Grand Theft Auto V," a video-game series renowned for its over-the-top violence in a virtual world akin [A12] to reality, had sold 85 million copies at the time of 2017 according to the NPD Group. "Grand Theft Auto V" is just one in a myriad of violent video-games in the entertainment market today, but if the number of school shooters in 2018 is to be compared, then only 0.000181% of the people that played GTA V were inspired enough by the game to carry out mass violence[A13] .[A14] This resulting number does not even approach a hundredth of a percent, statistically nullifying any correspondence between violent video-games and the rise in mass violence in recent times.


Media Coverage as a Potential Influence on Mass Violence


In lieu of violent video-games, a more feasible explanation for the increase in mass violence is attributed to media coverage instead. Jennifer B. Johnston, PhD, of Western New Mexico University, found in her personal study that because of the resulting increase of media coverage on mass shootings, it in turn encouraged a "contagion" among individuals already inclined towards previous mass violence offenders[A15] . By displaying a recent shooter's face, biography, and other personal details (essentially exhibiting criminals as infamous martyrs), the possibility of "killing for fame" arises. With the steady proliferation of social media, the internet and their importance in the lives of people, this proposed answer becomes all too plausible. It then stands to reason that, due to media outlets relying on controversy to sell, violence in video-games is potentially being purposed as a scapegoat to draw attention away from an actual influence on mass violence: the media itself. This once again reinforces the notion that video-games, violent or not, cannot be considered a primary mover for an individual to violence on a mass scale, let alone to begin harboring such intents[A16] . The dilemma then, begins earlier on.


The Role of Mental Health and Personal Accountability


At the very least, there are two concerns that both sides of the issue can agree on. The first is that mental illness and dysfunctionality are at the forefront of a mass violence offender's profile. That these individuals were ever impelled to commit these acts, whether out of desperation, hatred, or pleasure, indisputably shows their imbalanced mental state[A17] . The second is that the question of, "Do violent video-games cause violence in youth?," [A18] likely can't be empirically validated in any study. There simply isn't [A19] adequate, reliable data that can be gathered in the pursuit of spotting a school shooter or mass murder in the making, and it is only after [A20] the events that data can be gathered at all. Therein lies the real cause of these atrocities: personal accountability. From the onset of inherent mental illnesses from birth, to the beginning of a child's upbringing, and how their parents, peers, and environment interact with them, a human being cannot be expected to function soundly if their moral and mental foundations for living are flawed from the start. When such is the case, violence in video games, movies, books, or any media can then indeed become catalysts for darker ambitions. Pointing fingers at a third-party factor does no favors for the millions of people who derive a healthy sense of entertainment from violent video-games and still reliably retain their sense of morality.


Conclusion: Addressing the Issue of Mass Violence


Although the ongoing mass violence among and towards youth will likely continue to be a prominent source of controversy among the American populace, for the time being, the public will continue its efforts to achieve their top priorities in the aspect of mass violence: stop the events before [A21] they happen and identify/treat potential offenders before they're aware of their own intentions[A22] . However, this goal cannot be achieved by centralizing the solution around removing or minimizing violence in video-games. Aggression does not reliably equate to carrying out violence, regardless of whether it was induced by violence in video-games or not. The rise of violent video-games still holds virtually no relation to the rise of mass violence, as evidenced by the mere existence of only one such violent video-game, "Grand Theft Auto V." Finally, the true underlying cause of unnaturally violent behavior occurs on an individual scale from birth onwards; this is heavily influenced by their initial state of mental health and subsequent upbringing. To indict blame onto something as facile as virtual violence would suggest that the problem could be solved by tomorrow; if only it were that easy.[A23]

Works Cited


Mills, Kim I. “'Media Contagion' Is Factor in Mass Shootings, Study Says.” American Psychological Association, American Psychological Association, 4 Aug. 2016, www.apa.org/news/press/releases/2016/08/media-contagion.aspx.


Castillo, Michelle. "The Effects of Bullying Last into Adulthood." Bullying, edited by Noah Berlatsky, Greenhaven Press, 2015. Current Controversies. Opposing Viewpoints In Context, http://link.galegroup.com.ndcproxy.mnpals.net/apps/doc/EJ3010956207/OVIC?u=mnanorman&sid=OVIC&xid=1c1466e4.


"Violent Video Games." Research in Context, Gale, 2018. Research in Context, http://link.galegroup.com.ndcproxy.mnpals.net/apps/doc/QJEURC425614702/MSIC?u=mnanorman&sid=MSIC&xid=b1f2cde8.


Mamitt, Aaron. “Grand Theft Auto V Has Now Sold More Copies In The US Than Any Other Game.” Tech Times, TechTimes Inc., 9 Nov. 2017, www.techtimes.com/articles/215406/20171108/grand-theft-auto-v-has-now-sold-more-copies-in-the-us-than-any-other-game.htm.


"Violent Video Games." Gale Student Resources in Context, Gale, 2018. Research in Context, http://link.galegroup.com.ndcproxy.mnpals.net/apps/doc/EJ2181500303/MSIC?u=mnanorman&sid=MSIC&xid=687f6373.[A24]


[A1]Please avoid the use of contractions in a formal text and academic paper.


[A2]Wrong punctuation, put a coma instead


[A3]There is repletion of the word “such events” in one sentence. The sentence is too long and it appears grammatically incorrect. Write short and concise sentences.


[A4]Wrong words to start a sentence. Replace with; The first


[A5]Cite


[A6]Use “among” in the place of “in”


[A7]A well indicated thesis statement. However, consider showing the audience that the paper aims to discuss the three stated personal factors. You may say, The following essay tends to….


[A8]I expected you to start discussing the points that you provided in the thesis statement. Instead, this paragraph centers on the media subject which is missing in your introduction.


[A9]Provide citations to validate the claim made


[A10]Cite the source of this information


[A11]The paragraph should address the second point from your thesis statement.


[A12]Use decipherable vocabularies


[A13]Make citation to credit the source of this data


[A14]


[A15]Cite the source of this information


[A16]You have proven that video games are not the causes of youth violence. can you explain what you believe are the main causes? Make your arguments convincing enough to change the audience’ perceptions


[A17]Good point. It seems to agree with you’ thesis statement. But what about the others? Consider also including parental upbringing and past history


[A18]Correct the punctuation


[A19]Avoid contractions


[A20]Inconsistent format. Why is the word italicized?


[A21]Inconsistent formatting. Why is the word italicized?


[A22]Avoid writing long sentences to avoid making grammar mistakes


[A23]The conclusion is well written. I like how you summarize your point and support your thesis statement. However, it is necessary to restate the statement in the concluding paragraph.


[A24]The reference in the work cited page does not appear in alphabetical order making it hard to follow. Also, most of these reference do not appear in the text. The work cited should appear on a different page from the text. Format your whole paper in MLA to provide uniformity.

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