Dangers behind the Games

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Computer and Video games has been subject of discussion among many people. Some of these graphic programs we call “games” have very serious violence that degrade the values and morals of society. The depiction of graphic violence, sexual themes, advertising, consumption of illegal drug or tobacco, and profanity in games have recently been exposed as the roots to many of the problems of our modern society.

From studying people who play these games, we can understand what these games lead to and that is trouble. On August 4, 2005, a man with the name of Eden-Nathan Zada killed four Israeli Arabs and wounded many others on a bus in Shefaram. Even though he was killed by an angry mod, after looking into the matter, it was reported that he was under the influence of the video game Grand Theft Auto. Just by this we can see that the introduction of violent games from 1997 starting with Carmageddon, GTA and Postal and continuing on with GTA San Andreas and Quake III Arena has indeed shown a rise in video game violence. With the rise of popularity of 1st person shooter games such as Quake III arena, which shows violent and brutal behavior or Counter Strike Source (all Counter Strike titles including Condition Zero), which shows Counter Terrorist S.W.A.T teams fighting Terrorists, is there anything that society need to be concerned about?

According to Pamela Eakes, “Violence is the most prevalent health risk for children and adolescents. Homicide, suicide and accidents are the top causes of death for 15- to 24-year-olds. Each year, more than 150,000 adolescents are arrested for violent crimes; more than 300,000 are seriously assaulted; and 3,500 are murdered. Violence done to and by America’s young people is a public health emergency that must be addressed by parents, physicians and policymakers. More than 3,500 research studies have examined the association between media violence and violent behavior. All but 18 of the studies have shown that the more violence one sees, the more likely one is to be violent. According to the American Academy of Pediatrics, depictions of violence that are realistic, portrayed without pain and suffering, and experienced in the context of good feelings are more likely to be emulated.”

A Great example that these video games produce with their violent and negative messages can be seen by what happened on April 20, 1999. On that fateful day, 2 boys armed with various weapons walked into Columbine High School in Littleton, Colorado and shot 12 of their classmates and a teacher to death. When authorities investigated, they discovered that the boys had played thousands of hours of a “first-person shooter” video game that had been modified to occur in a layout identical to that of their high school, with yearbook pictures electronically pasted onto the game’s imaginary victims. These actions and studies have proven to us that violent video games and others that contain negative themes affect the mental stability of the person playing it, whether it is a 6-year-old kid or a 59-year-old man. So when parents or kids are buying the game, they should be well aware of what type of game they are buying and whether it is fitting for them to play the game according to the rating given to the game. People should always be aware of the content of their games and be sure not to be addicted to a game. Remember, too much of anything can be bad, especially even the games you consider good.

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