Saturday, May 23, 2020

Separating Violence Reality And Video Games - 1368 Words

Jonathan Weinberger 9/22/2014 Separating Violence in Reality and Video Games Children play. The manner in which children have played has frequently changed throughout the years. There was a time where sticks or index fingers were used to symbolize guns or bows in order for children to play â€Å"cowboys and Indians.† Later, the same mechanisms were used as children would play â€Å"cops and robbers.† Children mimic what they see in reality when it is time to play. However, children are not known to mimic what they play when functioning in real life. For example, children who played â€Å"cowboys and Indians† were not known to actually go out and try to harm others in the belief that they actually were cowboys or Indians. These examples are relevant in today’s society as critics of violent video games often attribute violence in reality to the violence in video games. However, videos games are a form of play and, as the previous examples have shown, what a child plays is not reflected in what that child actually does in their real l ife. The first body of evidence that supports the claim that video games do not cause violence in reality is that â€Å"almost all boys and most girls play video and computer games, including games with violent content† (Olsen, Kutner, and Warner 56). This would suggest that if all children play violent video games and video games did in fact cause children to act violently, then all children would be violent. As absurd as this suggestion is, when the claim cameShow MoreRelatedVideo Games Are More Than Half Of The 50 Top Selling Games1666 Words   |  7 Pages Daniel Molina Kathryn Harrington ENG. 122 December Research paper As many as 97% of US kids age 12-17 play video games, more than half of the 50 top-selling video games contain violence. 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