Saturday, March 23, 2013

Video Games & Violence- an empowered union?

The focus on violence in our culture is undeniable; splashed across television screens, movie theaters, detailed in books and of course, centralized as a theme in all popular video games. Everything is more realistic and bloody than ever. Our culture has become white washed to the graphics and all too real plot lines, however, the controversial theory that violent games are influencing society's members to plot and perform mass shootings such as Columbine and Newtown, remains flawed without signifigant evidence.

 I believe if you sit one young male down to play Call of Duty, Mortal Kombat, World of WarCraft, Grand Theft Auto, whatever, you name it, for two hours and you sit another boy down to play racing games for two hours, the first test subject will absolutely have fueled aggression. The sole purpose of the game is to hunt and kill and with flashing images across the screen of blood, guts and warefare, with fingers pressing buttons in a matter of life or death urgency, the blood gets pumping and the mind focuses solely on the task needing to be performed.
Imagine this boy, as many in our society, has been playing games like this since the age of eleven. If this is all he does, if he already has a mental condition, absentee parents, little to no friends and a displeasurable school experience, it's no wonder the bombardment of violence could shape and stir twisted fantasies.

For the rest of the population however, those who play these games in moderation, along with others and a life filled with other activities, clubs, relationships, well, they're able to separate illusion from reality, game rage from common aggression. In fact, video games can be used as an outlet to channel aggression safely- and as many studies have shown, those who play are more likely to have outstanding hand-eye coordination skills.

I believe video games are not to blame, the real issue with the weakest links and criminals of society is their already broken minds.  The banning of video games or weapons won't fix the mentally disabled; numb to feeling and understanding of right and wrong, it  won't stop them from finding some way to act out their rage.

I believe the media empowers people and gives the wrong idea by promising the idea of attention and fame, especially to the most violent. Mental health attention and involved families or friends is the real fix, not unrealistic bans.

Here are just a few stats to close it out:

65% of households play computer or video games.
The average game player is 35 and has been playing for 13 years.
94% of video games report their parents are present when they purchase their games.
Comp and video game companies employ more than 80,000 people in 31 states.
In 2006 the Ent. Software Industry's value added 3.8 billion dollars to U.S. Gross domestic product.
40% female, 60% male
63% of parents believe the games are a positive part of their children's lives

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