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Violent Video Games and Crime
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Impact of Violent Video Games on Crime
The effect of media violence on crimes and violent behaviour has been the hot topic of debates for decades, and it displays no sign of abating. Over the years the concern and interest of targets shifts between the violent media, films, news, and violent games. Different research studies have explored the effect of violent video games on behaviours, attitudes, and emotions of the audience. The violent video games are discouraged based on the studies which influence that they contribute to aggression and violent behaviour among the players. Yet there is no clear agreement on the impact of violent video games on criminal behaviour. Conflicting views and research shapes the never-ending debate on this topic. The researchers and scholars have shown consensus on the fact that exposure to violent video games contributes to aggressive behaviour yet there is no clear agreement on its impressions on promoting crimes. Criminologists rarely involved in the study that violent crime is caused by violent video games. Violent video games have implications on aggression and intimidating human behaviour yet it does not significantly contribute to violent crimes and criminal behavior.
The violent video games and their impact on violent behaviour is the topic under consideration of numerous studies. It reveals that violent video games are a major contribution to the aggressive and hostile behaviour among the players and a connection between both persists. Blaming video games for violence among the players is nothing new. There is a consensus among the scholars of media studies that violent video games contribute to aggression. Looking at the views of some discloses this fact. John Murray states that fifty years of research on media violence gives an unavoidable view that media violence increases aggression in behaviours and attitudes (Murray, 2008). A study by the psychologist Warburton concludes that violent media desensitises and individual form violent content and increases the likelihood of aggressive behaviour and also stimulates the hostile perceptions and attitudes (Warburton, 2014).
The aggression of human behaviour and its outcome in the form of criminal behaviour is the question. The famous massacre in the Columbine school created the hype that the shooters were fond of violent video games. The families of the victims sued 25 fierce video game companies concerning those violent games promotes violent crimes. In addition, news reports that the fans of violent games indulged in the shooting. A headline disclosed that the fan of a mass shooting was suspect in Munich Attack ADDIN ZOTERO_ITEM CSL_CITATION citationIDvnzA9oiP,propertiesformattedCitation(uc0u8220Officials,uc0u8221 2016),plainCitation(Officials, 2016),noteIndex0,citationItemsid91,urishttp//zotero.org/users/local/svENvmyw/items/QJAICM7Q,urihttp//zotero.org/users/local/svENvmyw/items/QJAICM7Q,itemDataid91,typepost-weblog,titleOfficials 18-Year-Old Suspect in Munich Attack Was Obsessed With Mass Shootings,container-titleKTLA,abstractvan idvan/ns-acc/2016/07/22/IN-154FR_CNNA-ST1-1000000003724244nnThe gunman who killed nine people in a rampage in Munich on Friday was obsessed with mass shootings and appeared to have planned the attack for a year, officials said.nnHe appears to have planned this act since last summer, Robert Heimberger, president of the Bavarian state criminal police office, said at a press conference Sunday.,URLhttps//ktla.com/2016/07/24/18-year-old-suspect-in-munich-shooting-played-violent-video-games-had-mental-illness-officials/,shortTitleOfficials,languageen,issueddate-parts2016,7,24,accesseddate-parts2019,2,22,schemahttps//github.com/citation-style-language/schema/raw/master/csl-citation.json (Officials, 2016). A lot of the incidents of shooting report that the shooters were the players or fans of the mass shooting and violent games including the Columbine Shooting incident and Anders Breivik who killed 77 people. However, games have been marked with significant lessons of patience and understanding state of loss. At the end of the day, the game is a source of entertainment, and it is just another way of relaxing the mind and enjoying.
The violent video games result in the withdrawal from the society and the players become more shy and anti-social. The behaviours noticed in the violent video games players is loneliness and isolation. It teaches the player to kill and killing others gives a sense of achievement. It may create an unnatural attachment with violent behaviour and killing. However, a number of studies expose that video games and especially violent video games make the player able to learn, think, and make strategies. Technology cannot be separated from an individual. In addition, a number of games are played in teams and groups which neglect the factor of isolation.
Just because killing in video games and seeing killing does not directly inspires someone to kill others in real life. If this argument is true, then a huge population plays violent video games, and the industry is at the boom. This would have made a lot of criminals by the time. It is the violent incidents that prompt the assumption that the media results in violence. Many scholars disagree with this fact. Another argument in this regard is often made that the youth is indispensable of what comes their way and hence violent video games can also influence their actions. However, it is evident that the music or game or any other media form can impact youth to an extent.
Offenders model their behaviour on the basis of violence they see in the media including the violent video games. This term in criminology is referred to as the copycat crime which is inspired by another crime (Helfgott, 2015). This reveals the fact that violence in video games or other forms of media inspires the criminal on how to commit a crime. The violent video game may inspire an offender on how the crime but it cannot be declared as the primary reason he commits a crime. Studies based on the sales of video games and its comparison with the crime rates show that the crime rate shows the decreasing trend (Ward, 2016).
Exposure to violent media has a mild risk for criminal behaviour according to some studies. The mid aggression can sometimes take the form of violent criminal behaviour, but it also reveals that this violent behaviour is rare (Bushman, 2015). In fact, along with the multiple risk factors, exposure to violent media and games can be one of the contributing, but the fact that solely playing a video game will make an adolescent a criminal or killer is highly rejected. Criminologist has also neglected the direct link of violent video games with violent crimes ADDIN ZOTERO_ITEM CSL_CITATION citationIDBZmBeD9m,propertiesformattedCitation(Staff, n.d.),plainCitation(Staff, n.d.),noteIndex0,citationItemsid93,urishttp//zotero.org/users/local/svENvmyw/items/KW49UKED,urihttp//zotero.org/users/local/svENvmyw/items/KW49UKED,itemDataid93,typewebpage,titleWMU criminologist says playing video games does not lead to violent crime,abstractWhen a young person commits a crime, one common response is to blame video games, especially violent video games, for the criminal act. The recent mass,URLhttps//www.michiganradio.org/post/wmu-criminologist-says-playing-video-games-does-not-lead-violent-crime,languageen,authorfamilyStaff,givenStateside,accesseddate-parts2019,2,22,schemahttps//github.com/citation-style-language/schema/raw/master/csl-citation.json (Staff, n.d.). There is a number of aspects, which contribute to criminal behaviour such as psychological, biological, and social factors. Stress hyperactivity, psychological disorders, and genetics are some factors, which contribute directly to criminal behaviour among offenders. Family and relationships with the parents also affect the contribution of other factors to the promotion of criminal and violent behaviour ADDIN ZOTERO_ITEM CSL_CITATION citationIDTamRTQHF,propertiesformattedCitation(uc0u8220dravhandling-abrahamsen.pdf,uc0u8221 n.d.),plainCitation(dravhandling-abrahamsen.pdf, n.d.),noteIndex0,citationItemsid94,urishttp//zotero.org/users/local/svENvmyw/items/6X4URGHA,urihttp//zotero.org/users/local/svENvmyw/items/6X4URGHA,itemDataid94,typearticle,titledravhandling-abrahamsen.pdf,URLhttps//www.duo.uio.no/bitstream/handle/10852/39844/dravhandling-abrahamsen.pdfsequence1,accesseddate-parts2019,2,22,schemahttps//github.com/citation-style-language/schema/raw/master/csl-citation.json (dravhandling-abrahamsen.pdf, n.d.). Hence, so single factor such as playing video game promotes violent behaviour but the impacts that a violent video game can create can play their part in alleviating the influence of all the factors, and the outcome of collective elements can be criminal behaviour.
The apparent realism in the games mix the reality, and fantasy and the users or players can relate to the game, and if people start to relate to it, it directly contributes to the violent and criminal behaviour. On the contrary, the feeling is strong when the user is playing the game. As soon as he stops playing the game, it effects, and the feelings of fantasy diminish. Reality is far from the world of video games despite real-time graphics. The claim t relate violent video game with violent behaviour also concerns the ages of the children playing a certain game. Arguments are made that the minds of the children are weak and they absorb everything that they see. If parents unknowingly end up buying a kid of every small age, it is most likely that the kids will start developing violent behaviour. On the contrary, parents are aware of what they are buying their children, and they teach them the difference between the real world and fiction. Rare is the case when parents are unaware of what the kid is playing until he is young and aware of himself.
Violent games glamorise crimes and killing which can be the motivation to commit a crime and show violent criminal behaviour. For instance, a violent video game, Grand Theft Auto IV is characterised by the monetary awards which are the motivational factor for killing. Games like this reward money against the crimes, the greater the crime, the more will be the reward. It also shows that this is the acceptable way of committing crimes and makes the player ignorant of the moral principles associated with the crimes and wrong behaviour in reality. They promote the notion that committing crimes for gains is acceptable.
The violent behaviour can be the outcome of a game if the payer is not provided with the appropriate environment. The violent video games along with the other forms of violent media impact the individual depending on the extent to which he sees the violence as acceptable justified and fun. This results in the change in behavioural standards sometimes leading to violent behaviour. The parental behaviour and social environment can alter this influence (Kanz, 2016).
To conclude the video games cannot be marked with the direct contributor to violent crimes. Studies have explored the effect of violent video games on behaviours, attitudes, and emotions of the audience and the results reveal that violent video games contribute to aggression and violent behaviour among the players. The aggression, hostile behaviour and other factors, if combined with the psychological, emotional and biological aspects can make a contribution to the violent criminal behaviour. However, the appraisal of the research and facts highlights that just declaring the violent games primary cause of violent crimes is not reasonable.
Bibliography
Bushman, B. a. A. C., 2015. Understanding causality in the effects of media violence. American Behavioral Scientist, 59(14), pp. 1807-1821.
dravhandling-abrahamsen.pdf, n.d. Officials 18-Year-Old Suspect in Munich Attack Was Obsessed With Mass Shootings, 2016. KTLA. URL https//ktla.com/2016/07/24/18-year-old-suspect-in-munich-shooting-played-violent-video-games-had-mental-illness-officials/ (accessed 2.22.19)
Helfgott, J., 2015. Criminal behavior and the copycat effect Literature review and theoretical framework for empirical investigation. Aggression and violent behavior, Volume 22, pp. 46-64.
Kanz, K., 2016. Mediated and moderated effects of violent media consumption on youth violence. European journal of criminology, 13(2), pp. 149-168.
Murray, J. P., 2008. Media violence The effects are both real and strong. American behavioral scientist, 51(8), pp. 1212-1230.
Staff, S., n.d. WMU criminologist says playing video games does not lead to violent crime WWW Document. URL https//www.michiganradio.org/post/wmu-criminologist-says-playing-video-games-does-not-lead-violent-crime (accessed 2.22.19).
Warburton, W., 2014. Apples, oranges, and the burden of proofputting media violence findings into context. European Psychologist.
Ward, S. C. B. E. M. R., 2016. Violent Video Games and Violent Crime. Southern Economic Journal, 82(4).
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