Sunday, January 15, 2012

Violence in Video Games

It is a popular belief that violent video games have negative effects on young adults.  With the majority of the population having little knowledge of the studies that have been conducted, we automatically assume or even blame these games for real life violence.  We hear from other people or even news reporters that people involved in violent activity were actively engaged in violent video games prior to their acts of violence.  We assume that the games could promote such activity, and this popular belief has spread through out our culture.

Studies have in fact been conducted to evaluate the effects of violent video games on the users.  Grace Shin, author in popular culture, reports that a study was conducted on 227 students at a university.  The analysis concluded that the majority of students with police records concerning violent behavior, grew up devoting their time to violent video games.  The study also concluded that prolonged usage of these types of games raises the user' heart rate, and lowered the student's GPA.  In April of 2009, the famous Columbine shooting took place.  The two students conducted the murders and acts of violence were extremely devoted to a violent video game entitled Doom.  It was reported that those students spent such a great deal of time playing that game, that they found a way to alter the game play.  They changed the game so that the enemies could not defend themselves, and had unlimited ammunition.  Such studies may indicate that this popular belief is valid.

It is important to understand that popular belief may not always be true.  There are many other examples of popular belief that are not necessarily true.  Many different types of diets and techniques to lose weight have been adopted as a popular belief.  These diets have been proven false by many nutritionists.  Nutritionists have even proven that the diets are a risk to people's health.  Due to popular belief these diets will remain a part of our culture.  Popular belief is inevitable, so it is up to our culture to determine their validity.

References
Shin, Grace. (2003).  Video Games:  A Cause of Violence and Aggression. Serendip. Retrieved from http://serendip.brynmawr.edu/exchange/node/1723 on January 15, 2012. 

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