A Summary:
Violent
Video Games: The Effects on Youth, and Public Policy Implications
BY: DOUGLAS A. GENTILE AND CRAIG A. ANDERSON
The article
starts by pointing out how years of research has proven that violence at young
ages brings negative outcomes later in life. The violence could be seen in real
life or seeing it in the media. The authors point out that parents take
measures to make sure their children do not witness physical violence at home,
however less attention is payed to making sure they do not see violence through
media. With such evidence on how violence affects adolescence, it is astounding
to the author that parents are loose with what their children are viewing
through television, or video games.
The article
then goes on to cover a time line of video games, starting with Pong as the
earliest and most docile video game. It wasn’t until the 90s that video games
turned rapidly more violent. With each new game snowballing violence off the other,
almost in competition. We look at video games today, where you are pretty
limitless on what you are able to do in them. It is a substantial difference
than Pong, and not necessary for the better.
There are
multiple studies on how video games may make a person behave more violently
than someone who does not play those types of games. There is no one answer.
The author
stresses that there are no serious implications on how to stop companies from
making such violent games. There is some controversy on whether or not it can
be scientifically proven that violent video games are a direct correlation to
violent adolescences. The article does imply that there should be public
actions taken to set guidelines for such games.
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