Youth Violence and Video Games

Assignment:Youth Violence and Video GamesAfter having read your peers’ opinions on the connection between violent video games and youth violence and the cited references in Forum 9.1, create a cohesive report in a minimum of 250 words summarizing the arguments, both for and against the correlation. Cite the sources in the APA format.Student (Peer) Opinions:Jason Lewis:Do violent video games cause violent behavior in adolescent youth? I don’t believe so. I believe video games offer an escape from reality that some get lost in and that is all they think about. I know some grown adults that have to play their games as soon as they get home from work, and are in front of the monitor or tv until they go to bed. When it comes to youth, some parents use video games as a babysitter.Games now a days come with an Electronic Software Rating Board rating (ESRB). Games like “Call of Duty”, “Modern Warfare”, “World of Warcraft” come with the rating of “R” just like the movies, these games shouldn’t be play unless over the age of 17. When parents get these games for their kids, and the kids become violent, the parents blame the games, not the children they are raising. This to me is a parenting issue. Parents should be parents, not their kids best friend. Don’t be afraid to tell them no once in awhile. They won’t need therapy.The majority decision of the US Supreme Court considered the existing research unconvincing noting that these studies have been rejected by every court to consider them, and with good reason: They do not prove that violent video games cause minors to act aggressively (which would at least be a beginning). Instead, nearly all of the research is based on correlation, not evidence of causation, and most of the studies suffer from significant, admitted flaws in methodology.Ferguson, C., Garza, A., Jerabeck, J., Ramos, R., & Galindo, M. (2013). Not Worth the Fuss After All? Cross-sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth. Journal Of Youth & Adolescence, 42(1), 109-122. doi:10.1007/s10964-012-9803-6I have two children, a son 13, and daughter 9. Both of them play video games. I don’t let them play when ever they want. They both have responsibilities, school work, chores, what ever else my wife and I decide. If their school work slips to far, the games disappear. I talk to both of my kids about the reality and games. My wife and I talk to our children as much as we can. making sure that we know as much as they will tell us about their lives.Danny Ross:Yes I believe they do, because most youth want to imitate things they see and I have seen some news reports where youth having been acting out the video game Grand Theft Auto…97% of 12-17 year olds in the US played video games in 2008, thus fueling an $11.7 billion domestic video game industry. In 2008, 10 of the top 20 best-selling video games in the US contained violence. Violent video games have been blamed for school shootings, increases in bullying, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflicts. Video game advocates contend that a majority of the research on the topic is deeply flawed and that no causal relationship has been found between video games and social violence. They argue that violent video games may reduce violence by serving as a substitute for rough and tumble play and by providing a safe outlet for aggressive and angry feelings. Violent juvenile crime in the United States has been declining as violent video game popularity has increased. The arrest rate for juvenile murders has fallen 71.9% between 1995 and 2008. The arrest rate for all juvenile violent crimes has declined 49.3%. In this same period, video game sales have more than quadrupled.David O’Neal:Hello everyone, over the past 20 years there has been a debate on whether or not music or violentvideo games contribute to youth violence. Now the question is, do violent video games contribute to youth violence? My stance on this question is no. First of all, there is rarely a youth that does not play video games now days. This question implies that all youth violence is partially caused by violent video games. This includes all males and females. However, most well-known violentcases that have implicated violent video games have involved males and not females. Two well-known cases are Negligence James v. Meow Media, Inc. and Sanders v. Acclaim Entertainment, Inc. The second is a case that resulted from theinfamously Columbine High School massacre. According to Cooper A. & Smith, L.(2011) states Males represented 77% of homicide victims and nearly 90% of offenders. The offending rate formales (15.1 per 100,000) was almost 9 times higher than the rate for females (1.7 per 100,000). All liable tort cases that have involved law suites against video game producers were the result of crimes being committed by male youth. The judges in both cases found the video games producers not liable for manufacturing violent video games and influencing the violent school shootings. Sanders v. Acclaim Entertainment, Inc. (2002) states Plaintiffs’ strict liability claims against the Video Game and Movie Defendants fail as a matter of law because the intangible thoughts, ideas, images, and messages contained in “The Basketball Diaries” and video games allegedly played by Harris and Klebold are not products as required by the strict liability doctrine. Cooper A. & Smith, L.(2011). Homicide Trends in the United States, 1980-2008 Annual Rates for 2009 and 2010. Patterns & Trends. U.S. Department of Justice: Bureau of Justice Statistics Sanders v. Acclaim Entertainment, Inc. (2002). No. CIV.01-B-728. United States District Court, D. Colorado. Retrieved from http://www.leagle.com/decision/20021452188FSupp2d1264_11341.xml/SANDERS%20v.%20ACCLAIM%20ENTERTAINMENT,%20INC.

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