Cesar Augusto Nogueira
Mrs. Melissa Thomas
English Writing Class Level 3
26 July 2013
Video games were made to be played
Video games are usually considered an excellent electronic with the mainly purpose to propose entertainment. For different kinds of persons, from children that probably have more time to play it, until adults who usually have fun after their work. Technological advances in video gaming software have created a rapid evolution from 1970’s arcade game technology to today’s role playing games, featuring an almost life-like level of realism, which mirrors the natural world in all of aspects, sometimes showing some graphic violence. With critical unproven scientific really, there are criticisms from the media that directly reflect the thinking of the parents of many children who play video games, one of the entities that can change this is the industry of video games censored you need to start acting. According to Entertainment Software Association (ESA), there is a thought about censoring videogames: “Blaming video games for violence in the real world is no more productive than blaming the news media for bringing crimes of violence into our homes night after night.” The news media usually controls what most of people will think about new video games but most of times they have bad things to show like violence, drugs and sex in live for everyone. They don’t reveal that violent crime, particularly among the young, has decreased dramatically since the early 1990s. During the same period of time, video games have steadily increased in popularity and use, exactly the opposite of what one would expect if there were a causal link.
Some researchers are always trying to prove that players of violent games may be influenced by bad behavior and, implicitly, will apply who watched the game in real life. According to Ferguson, Christopher J. and John Kimburn: “This analysis does not find support for either a causal or correlational link between...
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Salonius-Pasternak, Dorothy E. and Holly S. Gelfond. “The Next Level of Research on Electronic Play: Potential Benefits and Contextual Influences for Children and Adolescents.” Human Technology 1.1 (2005): 5-22
“Essential facts about games and violence.” Entertainment Software Association. Inc., 2012.
Lawrence G. Walters/ Weston, Garrou, DeWitt & Walters. “Sex, Lies and Videogames.” 2016.
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