Video games are everywhere in today's world. In arcades, in stores, even in some restaurants, it's hard to ignore their growing popularity. However, some people have said that video games are the cause of violent behavior, especially in youths. The Canadian magazine "Flare" states, "The one who kills the most is the 'Hero.' The more you kill, the more rewards you get. The message being learnt is that it is 'all right' to kill." (Flare)
"There is a significant relation between exposure to media violence and aggressive behavior. Exposing children and adolescents (or "youth") to violent visual media increases the likelihood that they will engage in physical aggression against another person." (Anderson)
"Ender didn't go back to the fantasy game. But it lived in his dreams. He kept remembering how it felt to kill the snake, grinding it in, the way he tore the ear off that boy, the way he destroyed Stilson, the way he broke Bernard's arm."(Card, 118)
In the book, Ender begins to have violent thoughts after performing violent actions in a video game. These thoughts lead to several bad outcomes, such as outbursts with his friends and the death of Bernard.
"...he was a killer, only better at it than Peter ever was; that it was this very trait that pleased the teachers.It's killers they need for the bugger wars. It's people who can grind the enemy's face in the dust and spatter their blood all over space. (Card, 118)
Violent video games can affect the moral values of children and adolescents, leading to aggressive behavior.
"To find out what kind of impact such games had on them, we held focus groups with the youths. I recall one of them telling me that, before he started playing the games, he would have never gotten into a stolen car, a step which led to stealing cars later on and eventually to violent carjackings—just like in the game. Then one youth I will never forget said that playing the games put him "in a zone" to do what he had to do to survive. This young man would later be killed, and after his death several murders would be attributed to him." (Moten)
Video games are the cause of most violence in younger children and, by extension, some teens and young adults.
Some may argue that crime rate from youths has gone down significantly in the last two decades.
However, this doesn't mean that violent games aren't becoming a major source of crimes from adolescents.
In "Ender's Game," Ender feels that he has become a killer through his actions. What seems to have brought them out was the video game he began playing. His actions there slowly begin to consume him throughout the book.
Violent video games are a leading cause of aggressive behavior and crime in teens and children. In easy reach, they are huge sources of entertainment.
The effects of violent video games are fairly widespread and can have frightening consequences, sometimes leading to harmful, even fatal incidents as seen above.
Meta-analyses reveal that violent video game effect sizes are larger than the effect of second hand tobacco smoke on lung cancer, the effect of lead exposure to I.Q. scores in children, and calcium intake on bone mass.
While crime rate may be decreasing, the number of children affected is steadily rising. With the rising popularity of violent games such as Fortnite and Call of Duty, kids as little as three or four years old can still be reached.
These games pose a serious psychological threat to today's children. Parents should monitor what games their kids play, and keep weapons out of reach. If we can't start being responsible for them, they may end up between a rock and a hard place.
This change of behavior could happen to anyone at all. Modern gaming includes all kinds of violence, ranging from simple fistfights to flat-out warfare. The amount of these games accessible to kids is worrying.