Ever since kids played table tennis in the game Pong in 1972, the video-game industry has captured what it means to be a kid. The video-game industry skyrocketed as families bought the newest games for their kids. Video gaming became a part of teenage culture as the video-game industry found new ways to entertain consumers.
However, video games have taken a drastic turn. The media has often promoted video games with violence. Some of these video games have been promoted so much that they truly influence consumers in a number of ways. When Devin Moore killed three cops in Fayette, Ala., after playing Grand Theft Auto for hundreds of hours, it is evident that the media has gone too far.
Studies have revealed that 7 percent of teenagers that play video games play at least 30 hours a week. Playing video games can actually be addictive. Brain scans have proven that teenagers that play violent video games actually become emotionally aroused. The teenage brain is not as developed as that of an adult. The prefrontal cortex (the part of the brain that thinks ahead, manages urges and considers consequences) does not develop for a teenager until their mid 20s. This means that teenagers are even more vulnerable to violence in video games than adults and may even engage in violence in real life. In fact, violence becomes a part of teenage life as a teenager plays more and more violent video games.
When a child watches violence on TV, they usually freak out. But these teens that play 30 hours a week experience so much violence that it almost becomes second nature. Teenagers are unable to tell the game apart from real life. Teens who play violent video games are 70 percent more likely to get in a fight than teens that do not play violent video games. This statistic proves that violence in video games truly influence teenagers as they cannot tell the game apart from reality.
With advances in technology, come new dangers in video games. A new hazard has arisen from the gaming industry. Nowadays, not only do teenagers exchange bullets during the video game, but they also exchange insults over headsets as people begin playing games online and around the world.
There is a common misconception that all teenagers who play violent video games engage in violence. This conception is flat-out incorrect. There are several factors that lead a teenager to engage in violence. For example, Moore had a troubled upbringing. He didn’t really have a family and was often bouncing back and forth between different foster families. A combination of his troubled upbringing and playing violent video games led him to engage in violence.
Although playing video games can be especially entertaining, it does have its flaws. Those kids that have a troubled childhood can get their hands on those violent video games and wreak havoc on society. Many times, parents allow their kids to buy games without their knowledge. Parents and other adults must be more aware about who is buying violent video games. Something must be done to regulate who gets these kinds of games and when or else face the dire consequences.
Jackson Palmer and fellow Skyview Junior High ninth-grade group-project members