Why Increasing Violence Cannot be Blamed on Video Games

Video games are currently in the eye of a storm. With an increasing amount of emphasis on graphics and special effects, video games are also increasingly becoming violent. Several parents and proponents of anti-violence are up in arms against violent video games and are wasting no time in pinning the increasing surge in real time violence on violent video games. Accordingly, video game and portable gaming consoles enthusiasts are vehemently denying any role of these games in increasing violent tendencies.



There is no doubt that in video games, violence has been on the rise. Better effects translate into more and gory pictures of blood spurts and head shots, coupled with detailed gunshot effects. In fact, Call of Duty and Grand Theft Auto, two of the most popular games among even amateur gamers, have been voted among the most violent games around, with special emphasis on their sexist violence and crimes against women. The reality is that the trend may be overwhelmingly in favour of violent video games, with most games available on portable gaming consoles being non-violent, yet the top selling 70 to 90% of video games being violent.



However, is it fair to pin all the blame on video games? More than violent games, there are several other influential factors that affect a person’s personality. For starters, the atmosphere at home and in general surroundings, like school and peers, plays a huge and influential role in personality development in kids. Hence, if a child sees violence in his vicinity, either among his parents or in the neighbourhood, then he will undoubtedly think that being violent in real life is acceptable.

Also, as a rational and ever growing society of civilised people, where several poverty stricken areas, that register the highest level of crime do not even have access to video games or expensive handheld gaming devices of any sort, is it really fair to put the blame on video games? Violence is circumstantial and someone who has violent tendencies, irrespective of his or her exposure to violent video games will showcase violent tendencies.



Besides, buying a handheld gaming device is itself the parent’s prerogative, hence, if parents do feel that games are becoming too violent, then they can always not buy such handheld gaming devices for their kids in the first place. Hence, parents, who are the main customers if not the end consumers are actually to blame and if they find games to be too violent, they can always shield their kids from such devices and games, rather than caving in and giving in to their kids’ demands. There are also many games that are actually educational and focus on enlightening and challenging the mind, so parents can always stress on such games instead.




Hence, blaming violence on video games is really an ineffective argument. Rather, it makes sense to address the root cause of violence, which always boils down to lack of education and poverty.
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