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JakeNelson
Ms.Robillard
LA8Hour7
12February2015

Inthepastdecadetherehasbeenanobviousincreaseinthepopularityofvideogames.Today
nearly98%ofUSchildrenandadolescentsages1217playvideogames,fuelinga$100billion
industry.Alargenumberofthesegamescontainsomesortofviolentorgraphiccontent.The
reasontheviolenceispresentinthesegamesisbecausetheirtargetdemographicisolderormore
maturepeople,notpreteens.Theseviolentvideogameshaveoftenbeenaccusedofbeingthe
causeforschoolshootings,increasesinbullying,andviolencetowardswomen.Criticsofthese
gamescontinuetoignorescientificevidenceandignorantlyarguethisagainstviolentvideo
games,butthetruthisthatvideogameshavebeenshowntobeapositiveinfluenceinmany
children'slives.Thisiswhyviolentvideogamesshouldbeencouragednotbanned.

Myfirstreasonofwhyvideogamesshouldbeencouragedisthatnumerousauthorities,
includingtheU.S.SupremeCourt,U.S.SurgeonGeneral,FederalTradeCommissionand
FederalCommunicationsCommissionhaveexaminedscientificevidenceandresearchandfound
thatthereisnoestablishedcausallinkbetweenviolentvideogamesandviolentbehavior.That
meanswhenpeopleaccusevideogamesofcausingdisruptions,violentincidents,andcrimethey
arespreadingmisinformationorlyingtotheyouandtherestofthegeneralpublic.
Violentvideo
gamesalsoprovidehealthyandsafeopportunitiesforchildrentovirtuallyexplorerulesand
consequencesofviolentactions.Theyteachthemvaluablelessonsaboutrightandwrong.

Violentgamesalsoallowyouthtoexperimentwithissuessuchaswar,violenceanddeath
withoutrealworldconsequences.

Mysecondreasonisthatastudydonewith1,000childrenandadolescentsagessixto18,
concludedthatvideogamesweremorethanjustentertainment.Theyimprovedlearning,and
cognitiveandinterpersonalabilities.Theirstudyalsoshowedthatviolentvideogameslet
childrengettheirpersonalaggressionoutinasafeandeffectivemanner,ratherthaninstigating
fightsatschoolorotherpublicplaces.
Violentcrime,particularlyamongtheyoung,has
decreaseddramaticallysincetheearly1990s.Duringthesameperiodoftime,videogameshave
steadilyincreasedinpopularityandusage,exactlytheoppositeofwhatonewouldexpect.Some
peoplesaythatvideogameplayersare
morelikelytoconfusefantasyviolencewithrealworld
violenceandthattheylackastructureforethicaldecisionwhichwouldcausethemtomimicthe
actionstheyseeinviolentvideogames.Inrealityvideogameplayersunderstandtheyare
playingagame.Theirabilitytodistinguishbetweenfantasyandrealitypreventsthemfrom
emulatingvideogameviolenceinreallife.

Thirdly,thereisalogicalfallacyattachedtoviolentvideogames.Sincehomicidalmaniacsplay
violentvideogames,violentvideogamescreatehomicidalmaniacs.PatrickMarkey,associate
professorofpsychologyatVillanovaUniversity,haspreviouslyridiculedthisflawedthinkingby
saying,Itcouldsimilarlybearguedthatbreadconsumptioncouldpredictschoolshootings,
becausemostschoolshooterslikelyconsumedabreadproductwithin24hoursbeforetheir
violentattacks.Thiswayofthinkingcouldbeturnedaroundtoargueagainstanything.Also

peopeclaimthatschoolshootersplayviolentvideogamesandthatitistheoneandonlyreason
theycommittheirunforgivableacts.No,forexampletaketheSandyHookshooterAdamLanza.
Heplayedmanyviolentvideogames,buthealsosufferedmultiplymentaldisorders.Lanzawas
diagnosedwithsensoryintegregationdisorderwhenhewasstillinelementryschool.Hewas
laterdiagnosedbyapsychiatristwithAspergersyndrome.Healsosufferedformobsessive
compulsivedisorder.Hefatherspeculatedthathehadundiagnosedschizophreniaorpychopathy
inadditiontohisotherconditions.Atthetimeofhisdeathhewasfoundtobeanorexictothe
pointofmalnutritionandbraindamamge.Hewasalsoshunnedbyhispeerswentintoalmost
completeisolation.Violentvideogameswerenotthecauseofthisterribletradegy,a
combinationofmentaldisorders,isolation,andlackofpropercarecausedtheSandyHook
shooting.Thecauseofschoolshootingsarenotvideogames.Theyaremerelyusedasa
scapegoattohidethetruth.

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