Académique Documents
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ENC 2135
2 Nov. 2017
Quote
If you were to listen to politicians and critics, the relationship between video games and crime
is blatantly clear: children who play video games will either become more aggressive or actually
ways that violent video games can affect the minds of younger generations as they grow up.
After working as a video game vendor for Play N Trade, Dickinson wrote a paper that identified
some violent games that are popular amongst younger generations to inform readers about the
harm it can do to a childs mind. When children are growing up, it can often be difficult for them
to understand that there are consequences to their actions. By allowing them to play video games
that encourage violent acts without repercussions, it instills the wrong idea of what is good vs
bad.
In order to justify his claim, Dickinson introduces a popular video game called Grand
Theft Auto (GTA) to show how the components of the game can lead children to make bad
decisions in the real world. GTA is a game where players can roam the virtual world of Liberty
City and do whatever they want. In the game, players are encouraged to complete missions that
kill cops, rob banks, and steal from citizens. The way that this game rewards players for breaking
the law is not realistic and it negatively influences the mindsets of children into thinking that
these violent acts are acceptable. The things that children learn within their homes is often
reflected whenever they are in a public setting. If a kid is learning about killing people and
robbing citizens from a video game, then there is a high chance that the kid will have a problem
obeying the laws and functioning in society. Scientists have also proven that children who play
violent video games tend to be more aggressive as they grow up. The skills that are taught in
GTA are meant to make players feel like they have power. If a kid ever feels like they do not
have power, they may resort to physical violence because that is what the game taught them.
The quote stated above highlights Dickinsons reference to politicians and video game
critics idea that violent video games has a direct correlation to increased aggression and violent
acts toward others. On page 224, Dickinson references the infamous Columbine shooting to add
insight about the connection between violent video games and real-world crimes. Dylan Klebold
and Eric Harris were high school students that killed their fellow classmates out of spite. During
the investigation, officers found out that these teenagers were avid players of the video game
Doom. Doom is a first-person shooter game that encourages users to kills demons to level up.
After their parents took the game away, Klebold and Harris felt the urge to recreate a level of
Doom in real life using their fellow classmates. They killed 13 of their classmates because they
thought it was just a game. They did not realize the repercussions of their actions because they
Overall, Dickinson sheds light on some interesting ways that violent video games can
affect the minds of children growing up. The violent acts that are encouraged in certain video
games can cause children to become aggressive or even commit serious crimes. This piece of
writing by Dickinson should be viewed by parents nationwide to raise awareness about the
negative effects of violent video games. Hopefully, video game companies start to decrease the