Task 2 - violent video games. Assessment appreciated
Posted: Sat Feb 25, 2017 1:00 am
Children today play very violent games. This must be the reason for the increase in violence and crime in most major cities of the world.
What are your opinions on this?
Nowadays’ younger generation usually find entertainment in playing video games which broadcast aggression, and this is considered to correlate with the elevated crime rates all around the world. In my opinion, video games have really evolved towards violency, however, this does not explain the often seen atrocities and increasing number of criminals.
Firstly, our generation experienced the blooming of the video game industry, being the first consumers to play violency-based video games. Despite this, I do not consider the population of young adults to be more aggressive or susceptible to break the law than our ancestors, who had not been able to experience violency via computers. The increment in crime rates comparing the older generation and ours, might be explained by the development of investigation methods, criminal registration system and technological advancement among the law authorities, parallel to the improving specifics of electronic entertainment.
Secondly, the greatest susceptibility factors for crime commitment are low income and poor life circumstances, under which the impoverished population can not afford internet access or even purchase computers. Based on this, I believe that the major influence on behaviour is practiced by an individual’s closer surroundings including family and friends.
On the other hand, a child can consider a violent game character to be a role model, or think it is acceptable to break the law, since such deeds often remain unpunished in the virtual world. Despite this, a peaceful friend circle and proper education defends the personality from getting damaged and susceptible for criminal acts, as mentioned above.
In conclusion, my opinion is that although the increasing crime rates can be explained with a wide range of factors, involving technological improvement and negative influence by fellows, playing violency-based video games is not responsible for forming an aggressive and criminal behaviour.
What are your opinions on this?
Nowadays’ younger generation usually find entertainment in playing video games which broadcast aggression, and this is considered to correlate with the elevated crime rates all around the world. In my opinion, video games have really evolved towards violency, however, this does not explain the often seen atrocities and increasing number of criminals.
Firstly, our generation experienced the blooming of the video game industry, being the first consumers to play violency-based video games. Despite this, I do not consider the population of young adults to be more aggressive or susceptible to break the law than our ancestors, who had not been able to experience violency via computers. The increment in crime rates comparing the older generation and ours, might be explained by the development of investigation methods, criminal registration system and technological advancement among the law authorities, parallel to the improving specifics of electronic entertainment.
Secondly, the greatest susceptibility factors for crime commitment are low income and poor life circumstances, under which the impoverished population can not afford internet access or even purchase computers. Based on this, I believe that the major influence on behaviour is practiced by an individual’s closer surroundings including family and friends.
On the other hand, a child can consider a violent game character to be a role model, or think it is acceptable to break the law, since such deeds often remain unpunished in the virtual world. Despite this, a peaceful friend circle and proper education defends the personality from getting damaged and susceptible for criminal acts, as mentioned above.
In conclusion, my opinion is that although the increasing crime rates can be explained with a wide range of factors, involving technological improvement and negative influence by fellows, playing violency-based video games is not responsible for forming an aggressive and criminal behaviour.