Thursday, September 28, 2006
Hillary Vs. X box: Game Over
Im going to start off this post with the truth. I been playing video games all my life. I still play video games now. Does it effect the way i think or act no. If i sit in front of the T.V playing all day, and not do my work of coarse it will affect me doing school work or anything else i have to do. Yes there are some violent games out on the market, but they have ratings on all the games. There is no reason a 10 year old should be playing Grand Theft Auto. but who's fault is that the manufactures? The Kids? No. It's the parents fault. Parent's should be supervising what games their kids should be playing. And if they do let them play a game like that they should go over some facts with their kids. They should let them know the stuff that goes on in that game is not real life but make believe. It is not what should happen in real life. Yes it promotes sex, crime, and violence , but ITS' JUST A GAME.
"On to the issue of aggression, and what causes it in kids, especially teenage boys. Congress should be interested in the facts: The last 10 years have seen the release of many popular violent games, including "Quake" and "Grand Theft Auto"; that period has also seen the most dramatic drop in violent crime in recent memory. According to Duke University's Child Well-Being Index, today's kids are less violent than kids have been at any time since the study began in 1975. Perhaps, Sen. Clinton, your investigation should explore the theory that violent games function as a safety valve, letting children explore their natural aggression without acting it out in the real world. "
I love video games and i will never stop playing. I will definetly let my kids play them too, but i will definetly supervise it. I don't see nothing wrong with video games. Why? Because it is just a game.
"On to the issue of aggression, and what causes it in kids, especially teenage boys. Congress should be interested in the facts: The last 10 years have seen the release of many popular violent games, including "Quake" and "Grand Theft Auto"; that period has also seen the most dramatic drop in violent crime in recent memory. According to Duke University's Child Well-Being Index, today's kids are less violent than kids have been at any time since the study began in 1975. Perhaps, Sen. Clinton, your investigation should explore the theory that violent games function as a safety valve, letting children explore their natural aggression without acting it out in the real world. "
I love video games and i will never stop playing. I will definetly let my kids play them too, but i will definetly supervise it. I don't see nothing wrong with video games. Why? Because it is just a game.
Comments:
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A good post. You have something to say on this topic.
Do we have to assign fault or blame here? Clearly parents have a role. However, parents need help. They need to be made aware off what the potential dangers are when it comes to gaming content and the effects of hours spent in front of a screen on their children. A culture that celebrates violence and exposes their youth to hours and hours of violence through the media will be see the results in our daily lives eventually. A lot can and should be done by parents to mitigate the effects of gaming on active imaginations.
The "safety valve" hypothesis is credible and scientists will continue to debate the effects of media violence on children.
We are interested in what if anything has changed with this new generation of games and gamers. Has the digital revolution in gaming made a difference? Have these games crossed a line into ultra-realistic violence and mayhem?
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Do we have to assign fault or blame here? Clearly parents have a role. However, parents need help. They need to be made aware off what the potential dangers are when it comes to gaming content and the effects of hours spent in front of a screen on their children. A culture that celebrates violence and exposes their youth to hours and hours of violence through the media will be see the results in our daily lives eventually. A lot can and should be done by parents to mitigate the effects of gaming on active imaginations.
The "safety valve" hypothesis is credible and scientists will continue to debate the effects of media violence on children.
We are interested in what if anything has changed with this new generation of games and gamers. Has the digital revolution in gaming made a difference? Have these games crossed a line into ultra-realistic violence and mayhem?
<< Home