Banning Violent Video Games Argumentative Essay

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Introduction: Banning Violent Video Games

Violent video games should not be banned, violent video games should be banned, conclusion: why video games should not be banned.

The essay is an argumentative one; violent games should not be banned. Recently there has been an endless and fierce debate on whether or not to banned violent video games. For instance, the countries that constitute the European Union are planning to ban some of the European games. However, it is the view of the majority of video games, just like any other games, are there to educate and entertain.

Although there are strong reasons brought forth by those who want violent video games to be banned, here are reasons why we should not; increases self-esteem, reduction of pain, encourages teamwork, sharpening players’ wit, among others (Sterngold, 2006).

With regards to those in support of banning the game, they hold the view that the games continuously poison the minds of the viewers, especially young individuals.

It is worth noting that there are indeed strong points that need to be given a second thought before we rush in banning violent video games. It has been argued and even proved that when kids play such games, especially when the multiplayer type of game is available, then the children get to learn at a very early age to work as a teammate, which requires teamwork. Arguably, this is advantageous as it helps in keeping children together in times of need (Lebrilla, 2010).

For this matter, when they grow up, such individuals will be in a better position to be good team players. This concept has been currently deemed very vital in ensuring the success of an organization. Throughout the game, it is indeed tough to beat the opponent.

However, through concentration, acquisition of skills, and knowledge on how to win, which has been learned from each other, children are capable of the emerging winner. With this, they grow, knowing that to win, there is a need to have a team behind them.

As suggested by Bissell, 2008 violent video games have been thought to help, especially those with very high tempers, to release their anger by not hurting anybody. When very angry and one feels like inflicting pain on another human being or even killing others, it has been thought appropriate to transfer such anger to violent video games. When one engages in a shoot-out with an enemy in a video game, he/she might feel that the mission is accomplished.

Aside from assisting young individuals in sharpening their wits and problem-solving skills, violent video game plays a significant role in helping young individuals, even a few older members of society, to learn how to persevere. On the same line of thought, these games have made it possible for people to have well-coordinated hand and eye movements (Craig et al. 2007).

This has helped in making sure that reflex action/response is normal. The advantage of this is that it will play a significant role in keeping progressive illnesses at bay.

Another major point that is in support of violent video games is that it helps in sustaining the country’s economy. It is apparent that the industry of violent video games has played a significant role in the economic growth of the country. The export of the same product to other nations generates foreign income for the country.

Additionally, a good number of Americans derive their daily bread from the same industry(Konijn et al., 2007). For this reason, banning of violent video games will mean that the unemployment rate will go up, and the money generated from the industry will be lost. The industry generates close to 21 billion dollars annually (Jones & Ponton, 2003).

Additionally, doctors have proved that despite violent games being useful; in releasing anger, it is also helpful in helping a patient reduce pain. The current efforts hospitals show this making to install such games. More importantly, the games help entertain the plays as well as the viewers.

Just like when people feel entertained by watching a football match, violent game provide the same to the affected party. Considering the fact that slightly over 70.0% of American teens play these games, if it is banned, then they will indulge in even more risky activities in their quest to be entertained, for instance, drug abuse (Goldstein, 1998).

It would not be rational if the argument that supports the banning of violent games were not brought to light. It has been brought into the violent limelight game that pollutes the minds of American children.

When young individual engages too much in these games, they are addicted. The result is that they will grow up and may put into practice what they saw. A recent incident where a student walked into an institution of learning and started shooting at others, killing them on the spot, has been linked to violent video games (Anderson & Dill, 2000).

Similarly, just like any other thing that can bring addiction, violent video games, when making a young individual addicted, can be detrimental to their quest to learn. This is because most of the time, whenever they are free will, they spend time playing such games (Ferguson, 2008).

Although it has been argued that the game fosters socialization skills, it is evident that when one plays in non-multiplayer support, they grow up being persons with poor skills to socialize.

From the review of the issue of violent games, even though the game is intense, banning it will bring more harm than good. For those who advocate for the banning, it would be rational to critically analyze the benefits of the game to individuals and even society at large. For instance, it enhances teamwork, helps reduce pain, aids in releasing anger, and improves wit and hand-eye coordination, among others.

However, the disadvantages include polluting or poisoning young individuals, and addiction eats their time hence cannot engage actively in other vital activities. This thus warrants careful consideration from relevant stakeholders such as parents and the government.

Anderson, C. & Dill, K. (2000). “Video Games and Aggressive Thoughts, Feelings and Behavior in the Laboratory and In Life.” Journal of Personality and Social Psychology , 78(4):722.

Ferguson, C. (2008). “Blazing Angels or Resident Evil? Can Violent Video Games Be a Force for Good?”, Review of General Psychology, 14(1): 68-81.

Konijn, E. et al. (2007). “I Wish I Were a Warrior: The Role of Wishful Identification in the Effects of Violent Video Games on Aggression in Adolescent Boys.” Developmental Psychology, 43(1): 1-12.

Craig, A. et al. (2007). Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy . Oxford University: Oxford University Press.

Bissell, T. (2008). Extra Lives: Why Video Games Matter . New York: Macmillan Publishers.

Sterngold, A. (2006). “Violent video games.” Web.

Jones, G. & Ponton, L. (2003). Killing Monsters: Why Children Need Fantasy, Super Heroes, and Make-Believe Violence . New York: Basic Books. P. 172.

Goldstein, J. (1998). Why We Watch; The Attraction of Violent Entertainment . Oxford University Oxford University Press. P. 188.

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Pro and Con: Violent Video Games

Young boys playing video games at a gaming festival in Rome, Italy in 2015. Video gaming

To access extended pro and con arguments, sources, and discussion questions about whether violent video games contribute to youth violence, go to ProCon.org .

Around 73% of American kids age 2-17 played video games in 2019, a 6% increase over 2018. Video games accounted for 17% of kids’ entertainment time and 11% of their entertainment spending. The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019.

The debate over violent video games can be traced back to the 1976 release of the game Death Race. The object of the game was to run over screaming “gremlins” with a car, at which point they would turn into tombstones. Controversy erupted because the “gremlins” resembled stick-figure humans, and it was reported that the working title of the game was Pedestrian. After protestors dragged Death Race machines out of arcades and burned them in parking lots, production of the game ceased.

In 1993, public outcry following the release of violent video games Mortal Kombat and Night Trap prompted Congress to hold hearings on regulating the sale of video games. During the hearings, California Attorney General Dan Lungren testified that violent video games have “a desensitizing impact on young, impressionable minds.” Threatened with the creation of a federal regulatory commission, the video game industry voluntarily established the  Entertainment Software Rating Board  (ESRB) on Sep. 1, 1994 to create a ratings system. Based on the video game’s content, the ESRB assigns one of the following ratings: “Early Childhood,” “Everyone,” “Everyone 10+,” “Teen,” “Mature,” “Adults Only,” or “Rating Pending” (only for use in advertising for games not yet rated). In a Pew Research Center 2008 survey, 50% of boys and 14% of girls aged 12-17 listed a game with a “Mature” or “Adults Only” rating in their current top three favorite games.

An Aug. 2015 report from the American Psychological Association determined that playing violent video games is linked to increased aggression, but it did not find sufficient evidence of a link between the games and increased violence. The organization reaffirmed this position in 2020: “There is insufficient scientific evidence to support a causal link between violent video games and violent behavior… [T]he new task force report reaffirms that there is a small, reliable association between violent video game use and aggressive outcomes, such as yelling and pushing. However, these research findings are difficult to extend to more violent outcomes.” 

  • Playing violent video games causes more aggression, bullying, and fighting.
  • Simulating violence such as shooting guns and hand-to-hand combat in video games can cause real-life violent behavior.
  • Many perpetrators of mass shootings played violent video games.
  • Violent video games desensitize players to real-life violence.
  • By inhabiting violent characters in video games, children are more likely to imitate the behaviors of those characters and have difficulty distinguishing reality from fantasy.
  • Exposure to violent video games is linked to lower empathy and decreased kindness.
  • Video games that portray violence against women lead to more harmful attitudes and sexually violent actions towards women.
  • Violent video games reinforce fighting as a means of dealing with conflict by rewarding the use of violent action with increased life force, more weapons, moving on to higher levels, and more.
  • The US military uses violent video games to train soldiers to kill.
  • Studies have shown violent video games may cause aggression, not violence. Further, any competitive video game or activity may cause aggression.
  • Violent video games are a convenient scapegoat for those who would rather not deal with the actual causes of violence in the US.
  • Simple statistics do not support the claim that violent video games cause mass shootings or other violence.
  • As sales of violent video games have significantly increased, violent juvenile crime rates have significantly decreased.
  • Studies have shown that violent video games can have a positive effect on kindness, civic engagement, and prosocial behaviors.
  • Many risk factors are associated with youth violence, but video games are not among them.
  • Violent video game players know the difference between virtual violence in the context of a game and appropriate behavior in the real world.
  • Violent video games provide opportunities for children to explore consequences of violent actions, develop their moral compasses and release their stress and anger (catharsis) in the game, leading to less real world aggression.
  • Studies claiming a causal link between video game violence and real life violence are flawed.

This article was published on June 8, 2021, at Britannica’s ProCon.org , a nonpartisan issue-information source.

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There is no evidence to support these claims that violent media and real-world violence are connected. Photo by kerkezz/Ad...

Christopher J. Ferguson, The Conversation Christopher J. Ferguson, The Conversation

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Analysis: Why it’s time to stop blaming video games for real-world violence

In the wake of the El Paso shooting on Aug. 3 that left 21 dead and dozens injured, a familiar trope has reemerged: Often, when a young man is the shooter, people try to blame the tragedy on violent video games and other forms of media.

This time around, Texas Lt. Gov. Dan Patrick placed some of the blame on a video game industry that “ teaches young people to kill .” Republican House Minority Leader Kevin McCarthy of California went on to condemn video games that “dehumanize individuals” as a “problem for future generations.” And President Trump pointed to society’s “glorification of violence,” including “ gruesome and grisly video games .”

These are the same connections a Florida lawmaker made after the Parkland shooting in February 2018, suggesting that the gunman in that case “was prepared to pick off students like it’s a video game .”

Kevin McCarthy, the GOP House minority leader, also tells Fox News that video games are the problem following the mass shootings in El Paso and Dayton. pic.twitter.com/w7DmlJ9O1K — John Whitehouse (@existentialfish) August 4, 2019

But, speaking as a researcher who has studied violent video games for almost 15 years, I can state that there is no evidence to support these claims that violent media and real-world violence are connected. As far back as 2011, the U.S. Supreme Court ruled that research did not find a clear connection between violent video games and aggressive behavior.

Criminologists who study mass shootings specifically refer to those sorts of connections as a “ myth .” And in 2017, the Media Psychology and Technology division of the American Psychological Association released a statement I helped craft, suggesting reporters and policymakers cease linking mass shootings to violent media, given the lack of evidence for a link.

A history of a moral panic

So why are so many policymakers inclined to blame violent video games for violence? There are two main reasons.

The first is the psychological research community’s efforts to market itself as strictly scientific. This led to a replication crisis instead, with researchers often unable to repeat the results of their studies. Now, psychology researchers are reassessing their analyses of a wide range of issues – not just violent video games, but implicit racism , power poses and more.

The other part of the answer lies in the troubled history of violent video game research specifically.

An attendee dressed as a Fortnite character poses for a picture in a costume at Comic Con International in San Diego, California, U.S., July 19, 2019. Photo by REUTERS/Mike Blake

An attendee dressed as a Fortnite character poses for a picture in a costume at Comic Con International in San Diego, California, U.S., July 19, 2019. Photo by REUTERS/Mike Blake

Beginning in the early 2000s, some scholars, anti-media advocates and professional groups like the APA began working to connect a methodologically messy and often contradictory set of results to public health concerns about violence. This echoed historical patterns of moral panic, such as 1950s concerns about comic books and Tipper Gore’s efforts to blame pop and rock music in the 1980s for violence, sex and satanism.

Particularly in the early 2000s, dubious evidence regarding violent video games was uncritically promoted . But over the years, confidence among scholars that violent video games influence aggression or violence has crumbled .

Reviewing all the scholarly literature

My own research has examined the degree to which violent video games can – or can’t – predict youth aggression and violence. In a 2015 meta-analysis , I examined 101 studies on the subject and found that violent video games had little impact on kids’ aggression, mood, helping behavior or grades.

Two years later, I found evidence that scholarly journals’ editorial biases had distorted the scientific record on violent video games. Experimental studies that found effects were more likely to be published than studies that had found none. This was consistent with others’ findings . As the Supreme Court noted, any impacts due to video games are nearly impossible to distinguish from the effects of other media, like cartoons and movies.

Any claims that there is consistent evidence that violent video games encourage aggression are simply false.

Spikes in violent video games’ popularity are well-known to correlate with substantial declines in youth violence – not increases. These correlations are very strong, stronger than most seen in behavioral research. More recent research suggests that the releases of highly popular violent video games are associated with immediate declines in violent crime, hinting that the releases may cause the drop-off.

The role of professional groups

With so little evidence, why are people like Kentucky Gov. Matt Bevin still trying to blame violent video games for mass shootings by young men? Can groups like the National Rifle Association seriously blame imaginary guns for gun violence?

A key element of that problem is the willingness of professional guild organizations such as the APA to promote false beliefs about violent video games. (I’m a fellow of the APA.) These groups mainly exist to promote a profession among news media, the public and policymakers, influencing licensing and insurance laws . They also make it easier to get grants and newspaper headlines. Psychologists and psychology researchers like myself pay them yearly dues to increase the public profile of psychology. But there is a risk the general public may mistake promotional positions for objective science.

In 2005 the APA released its first policy statement linking violent video games to aggression. However, my recent analysis of internal APA documents with criminologist Allen Copenhaver found that the APA ignored inconsistencies and methodological problems in the research data.

The APA updated its statement in 2015, but that sparked controversy immediately: More than 230 scholars wrote to the group asking it to stop releasing policy statements altogether. I and others objected to perceived conflicts of interest and lack of transparency tainting the process.

It’s bad enough that these statements misrepresent the actual scholarly research and misinform the public. But it’s worse when those falsehoods give advocacy groups like the NRA cover to shift blame for violence onto non-issues like video games. The resulting misunderstanding hinders efforts to address mental illness and other issues, such as the need for gun control, that are actually related to gun violence.

This article was originally published in The Conversation. Read the original article . This story was updated from an earlier version to reflect the events surrounding the El Paso and Dayton shootings.

Christopher J. Ferguson is a professor of psychology at Stetson University. He's coauthor of " Moral Combat: Why the War on Violent Video Games is Wrong ."

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violent video games should be banned persuasive essay

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Essay on Banning Violent Video Games

Students are often asked to write an essay on Banning Violent Video Games in their schools and colleges. And if you’re also looking for the same, we have created 100-word, 250-word, and 500-word essays on the topic.

Let’s take a look…

100 Words Essay on Banning Violent Video Games

Introduction.

Violent video games have been a topic of concern for many. Some believe they can lead to aggressive behavior in children.

Reasons for Banning

Counter-arguments.

However, others argue that such games can provide a safe outlet for natural aggression and have no proven link to real-world violence.

The debate on banning violent video games is complex. It is essential to consider both the potential risks and benefits before making decisions.

250 Words Essay on Banning Violent Video Games

The argument for banning.

Those in favor of banning violent video games posit that they contribute to increased aggression and desensitization to violence. They believe that the interactive nature of video games, where players actively participate in violence, can lead to real-world aggression. This is particularly concerning for young players who may not yet fully differentiate between virtual and real-world consequences.

The Counter-Argument

However, opponents of the ban argue that there is no definitive proof linking video game violence to real-world violence. They contend that millions of people play violent video games without exhibiting aggressive behavior. They further argue that video games, like any form of media, are a form of expression protected by the right to free speech.

While the debate continues, it’s crucial to consider the potential effects of violent video games on individuals and society. A middle-ground approach might be more effective, such as implementing stricter age restrictions and parental controls. This way, the rights of gamers are preserved, while potentially harmful effects on impressionable minds are minimized.

500 Words Essay on Banning Violent Video Games

The debate on whether violent video games should be banned has been a topic of intense discussion among policymakers, psychologists, and the general public. The critical concern is the potential influence these games could have on the behavior of players, especially young people.

The Impact of Violent Video Games

Research has shown that violent video games can have both positive and negative effects on players. On the one hand, they can enhance cognitive skills, decision-making abilities, and hand-eye coordination. Conversely, they are also associated with increased aggression, desensitization to violence, and decreased empathy.

Arguments for Banning Violent Video Games

Counter arguments.

Opponents of the ban, however, argue that it infringes upon freedom of expression and the right to access information. They posit that there is not enough empirical evidence linking violent video games directly to criminal violence. They also argue that parental control, rather than a blanket ban, should be the solution.

The Role of Parental Control

Parental control plays a pivotal role in mitigating the potential negative effects of violent video games. Parents can limit the time their children spend playing these games, monitor the content of the games, and explain the difference between video game violence and real-world consequences. This approach may be more effective than a ban, as it encourages responsible consumption of media.

In conclusion, the debate on banning violent video games is complex and multifaceted. While there are valid concerns about the potential negative impacts of these games, a blanket ban may not be the most effective solution. Instead, a combination of responsible game design, parental control, and education about the difference between video game violence and real-world violence may be a more balanced approach. The conversation should continue, with more research needed to fully understand the long-term effects of violent video games on players.

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Should Violent Video-Games Be Banned?

Profile image of Pranshu Paul

With the recent spurt of highly publicised killings, the debate about violence and video games has again taken the spotlight. Many stakeholders and institutions believe that playing violent video games is morally and ethically objectionable as it leads to contribution and promotion of violence. In this essay I would be looking at the general objections being raised by such stakeholders and also subject these criticisms to the test of various juridprudential tests. I would be focussing on the deontological and utilitarian approach to understand these objections as raised. Furthermore, I have tried to study the structure of modern day video games looking at the root question of whether such a link between violence and video games exist or not? The last question being presented is whether such video games should merely be regulated or banned, and would it curtail freedom of speech. Methodology The methodology followed by the researcher is a doctrinal one, in which the researcher relies...

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violent video games should be banned persuasive essay

Do Violent Video Games Contribute to Youth Violence?

Around 73% of American kids age 2-17 played  video games  in 2019, a 6% increase over 2018. Video games accounted for 17% of kids’ entertainment time and 11% of their entertainment spending. The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019.

Violent video games have been blamed for school shootings , increases in bullying , and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflicts.

Video game advocates contend that a majority of the research on the topic is deeply flawed and that no causal relationship has been found between video games and social violence. They argue that violent video games may provide a safe outlet for aggressive and angry feelings and may reduce crime. Read more background…

Pro & Con Arguments

Pro 1 Playing violent video games causes more aggression, bullying, and fighting. 60% of middle school boys and 40% of middle school girls who played at least one Mature-rated (M-rated) game hit or beat up someone, compared with 39% of boys and 14% of girls who did not play M-rated games. [ 2 ] A 2014 peer-reviewed study in the Journal of the American Medical Association found that habitual violent video game playing had a causal link with increased, long-term, aggressive behavior. [ 63 ] Several peer-reviewed studies have shown that children who play M-rated games are more likely to bully and cyberbully their peers, get into physical fights, be hostile, argue with teachers, and show aggression towards their peers throughout the school year. [ 2 ] [ 31 ] [ 60 ] [ 61 ] [ 67 ] [ 73 ] [ 76 ] [ 80 ] Read More
Pro 2 Simulating violence such as shooting guns and hand-to-hand combat in video games can cause real-life violent behavior. Video games often require players to simulate violent actions, such as stabbing, shooting, or dismembering someone with an ax, sword, chainsaw, or other weapons. [ 23 ] Game controllers are so sophisticated and the games are so realistic that simulating the violent acts enhances the learning of those violent behaviors. [ 23 ] A 2015 peer-reviewed study found “compelling evidence that the use of realistic controllers can have a significant effect on the level of cognitive aggression.” [ 118 ] Two teenagers in Tennessee who shot at passing cars and killed one driver told police they got the idea from playing Grand Theft Auto III . [ 48 ] Bruce Bartholow, PhD, Professor of Psychology at the University of Missouri, spoke about the effects of simulating violence: “More than any other media, these [violent] video games encourage active participation in violence. From a psychological perspective, video games are excellent teaching tools because they reward players for engaging in certain types of behavior. Unfortunately, in many popular video games, the behavior is violence.” [ 53 ] Read More
Pro 3 Many perpetrators of mass shootings played violent video games. Kevin McCarthy, US Representative (R-CA), stated: “But the idea of these video games that dehumanize individuals to have a game of shooting individuals and others – I’ve always felt that is a problem for future generations and others. We’ve watched from studies shown before of what it does to individuals. When you look at these photos of how it [mass shootings] took place, you can see the actions within video games and others.” [ 146 ] Many mass shootings have been carried out by avid video game players: Eric Harris and Dylan Klebold in the Columbine High School shooting (1999); James Holmes in the Aurora, Colorado movie theater shooting (2012); Jared Lee Loughner in the Arizona shooting that injured Rep. Gabby Giffords and killed six others (2011); and Anders Breivik, who killed 77 people in Norway (2011) and admitted to using the game Modern Warfare 2 for training. [ 43 ] [ 53 ] An FBI school shooter threat assessment stated that a student who makes threats of violence should be considered more credible if he or she also spends “inordinate amounts of time playing video games with violent themes.” [ 25 ] Dan Patrick, Republican Lieutenant Governor of Texas, stated: “We’ve always had guns, always had evil, but I see a video game industry that teaches young people to kill.” [ 145 ] Read More
Pro 4 Violent video games desensitize players to real-life violence. Desensitization to violence was defined in a Journal of Experimental Social Psychology peer-reviewed study as “a reduction in emotion-related physiological reactivity to real violence.” [ 51 ] [ 111 ] [ 112 ] The study found that just 20 minutes of playing a violent video game “can cause people to become less physiologically aroused by real violence.” People desensitized to violence are more likely to commit a violent act. [ 51 ] [ 111 ] [ 112 ] By age 18, American children will have seen 16,000 murders and 200,000 acts of violence depicted in violent video games, movies, and television. [ 110 ] A Sep. 2011 peer-reviewed study found a causal link between violent video game exposure and an increase in aggression as a result of a reduction in the brain’s response to depictions of real-life violence. [ 52 ] Studies have found reduced emotional and physiological responses to violence in both the long and short term. [ 55 ] [ 58 ] In a 2005 peer-reviewed study, violent video game exposure was linked to reduced P300 amplitudes in the brain, which is associated with desensitization to violence and increases in aggressive behavior. [ 24 ] Read More
Pro 5 By inhabiting violent characters in video games, children are more likely to imitate the behaviors of those characters and have difficulty distinguishing reality from fantasy. Violent video games require active participation and identification with violent characters, which reinforces violent behavior. Young children are more likely to confuse fantasy violence with real world violence, and without a framework for ethical decision making, they may mimic the actions they see in violent video games. [ 59 ] [ 4 ] Child Development and Early Childhood Education expert Jane Katch stated in an interview with Education Week , “I found that young children often have difficulty separating fantasy from reality when they are playing and can temporarily believe they are the character they are pretending to be.” [ 124 ] US Supreme Court Justice Stephen Breyer wrote in his dissent in Brown v. ESA that “the closer a child’s behavior comes, not to watching, but to acting out horrific violence, the greater the potential psychological harm.” [ 124 ] Read More
Pro 6 Exposure to violent video games is linked to lower empathy and decreased kindness. Empathy, the ability to understand and enter into another’s feelings is believed to inhibit aggressive behavior. In a study of 150 fourth and fifth graders by Jeanne Funk, PhD, Distinguished University Professor of Psychology at the University of Toledo, violent video games were the only type of media associated with lower empathy. [ 32] A study published in the American Psychological Association’s Psychological Bulletin found that exposure to violent video games led to a lack of empathy and prosocial behavior (positive actions that benefit others). [ 65] [ 66] Eight independent tests measuring the impact of violent video games on prosocial behavior found a significant negative effect, leading to the conclusion that “exposure to violent video games is negatively correlated with helping in the real world.” [ 61] Several studies have found that children with high exposure to violent media display lower moral reasoning skills than their peers without that exposure. [ 32] [ 69] A meta-analysis of 130 international studies with over 130,000 participants concluded that violent video games “increase aggressive thoughts, angry feelings, and aggressive behaviors, and decrease empathic feelings and prosocial behaviors.” [ 123] Read More
Pro 7 Video games that portray violence against women lead to more harmful attitudes and sexually violent actions towards women. A 2012 peer-reviewed study published in the Journal of Interpersonal Violence found that video games that sexually objectify women and feature violence against women led to a statistically significant increase in rape-supportive attitudes, which are attitudes that are hostile towards rape victims. [ 68 ] A 1998 peer-reviewed study found that 21% of games sampled involved violence against women, while 28% portrayed them as sex objects. [ 23 ] Exposure to sexual violence in video games is linked to increases in violence towards women and false attitudes about rape, such as that women incite men to rape or that women secretly desire rape. [ 30 ] Carole Lieberman, MD, a media psychiatrist, stated, “The more video games a person plays that have violent sexual content, the more likely one is to become desensitized to violent sexual acts and commit them.” [ 64 ] In Dec. 2014, Target Australia stopped selling Grand Theft Auto V in response to customer complaints about the game’s depiction of women, which includes the option to kill a prostitute to get your money back. [ 70 ] Read More
Pro 8 Violent video games reinforce fighting as a means of dealing with conflict by rewarding the use of violent action with increased life force, more weapons, moving on to higher levels, and more. Studies suggest that when violence is rewarded in video games, players exhibit increased aggressive behavior compared to players of video games where violence is punished. [ 23 ] [ 59 ] The reward structure is one distinguishing factor between violent video games and other violent media such as movies and television shows, which do not reward viewers nor allow them to actively participate in violence. [ 23 ] [ 59 ] An analysis of 81 video games rated for teens ages 13 and up found that 73 games (90%) rewarded injuring other characters, and 56 games (69%) rewarded killing. [ 71 ] [ 72 ] People who played a video game that rewarded violence showed higher levels of aggressive behavior and aggressive cognition as compared with people who played a version of the same game that was competitive but either did not contain violence or punished violence. [ 71 ] [ 72 ] Read More
Pro 9 The US military uses violent video games to train soldiers to kill. The US Marine Corps licensed Doom II in 1996 to create Marine Doom in order to train soldiers. In 2002, the US Army released first-person shooter game America’s Army to recruit soldiers and prepare recruits for the battlefield. [ 6 ] While the military may benefit from training soldiers to kill using video games, kids who are exposed to these games lack the discipline and structure of the armed forces and may become more susceptible to being violent. [ 79 ] Dave Grossman, retired lieutenant colonel in the United States Army and former West Point psychology professor, stated: “[T]hrough interactive point-and-shoot video games, modern nations are indiscriminately introducing to their children the same weapons technology that major armies and law enforcement agencies around the world use to ‘turn off’ the midbrain ‘safety catch’” that prevents most people from killing. [ 77 ] Read More
Con 1 Studies have shown violent video games may cause aggression, not violence. Further, any competitive video game or activity may cause aggression. Lauren Farrar, Producer for KQED Learning’s YouTube series Above the Noise , stated: “Often times after tragic mass shooting, we hear politicians turn the blame to violent video games, but the reality is that the research doesn’t really support that claim… In general, violence usually refers to physical harm or physical acts that hurt someone– like hitting, kicking, punching, and pushing. Aggression is a more broad term that refers to angry or hostile thoughts, feelings or behaviors. So everything that is violent is aggressive, but not everything that is aggressive is violent. For example, getting frustrated, yelling, talking back, arguing those are all aggressive behaviors, but they aren’t violent. The research on the effects of violent video games and behavior often looks at these milder forms of aggressive behavior.” [ 140 ] A peer-reviewed study in Psychology of Violence determined that the competitive nature of a video game was related to aggressive behavior, regardless of whether the game contained violent content. The researchers concluded: “Because past studies have failed to equate the violent and nonviolent video games on competitiveness, difficulty, and pace of action simultaneously, researchers may have attributed too much of the variability in aggression to the violent content.” [ 125 ] A follow-up study tracked high school students for four years and came to the same conclusion: the competitive nature of the games led to the increased hostile behavior. [ 126 ] Read More
Con 2 Violent video games are a convenient scapegoat for those who would rather not deal with the actual causes of violence in the US. Patrick Markey, PhD, Psychology Professor at Villanova University, stated: “The general story is people who play video games right after might be a little hopped up and jerky but it doesn’t fundamentally alter who they are. It is like going to see a sad movie. It might make you cry but it doesn’t make you clinically depressed… Politicians on both sides go after video games it is this weird unifying force. It makes them look like they are doing something… They [violent video games] look scary. But research just doesn’t support that there’s a link [to violent behavior].” [ 138 ] Markey also explained, “Because video games are disproportionately blamed as a culprit for mass shootings committed by White perpetrators, video game ‘blaming’ can be viewed as flagging a racial issue. This is because there is a stereotypical association between racial minorities and violent crime.” [ 141 ] Andrew Przybylski, PhD, Associate Professor, and Senior Research Fellow and Director of Research at the Oxford Internet Institute at Oxford University, stated: “Games have only become more realistic. The players of games and violent games have only become more diverse. And they’re played all around the world now. But the only place where you see this kind of narrative still hold any water, that games and violence are related to each other, is in the United States. [And, by blaming video games for violence,] we reduce the value of the political discourse on the topic, because we’re looking for easy answers instead of facing hard truths.” [ 139 ] Hillary Clinton, JD, Former Secretary of State and First Lady, tweeted, “People suffer from mental illness in every other country on earth; people play video games in virtually every other country on earth. The difference is the guns.” [ 142 ] Read More
Con 3 Simple statistics do not support the claim that violent video games cause mass shootings or other violence. Katherine Newman, PhD, Dean of Arts and Sciences at Johns Hopkins University, explained: “Millions of young people play video games full of fistfights, blazing guns, and body slams… Yet only a minuscule fraction of the consumers become violent.” [ 84 ] [ 86 ] [ 87 ] [ 91 ] [ 92 ] A report by the US Secret Service and US Department of Education examined 37 incidents of targeted school violence between 1974 and 2000. Of the 41 attackers studied, 27% had an interest in violent movies, 24% in violent books, and 37% exhibited interest in their own violent writings, while only 12% showed interest in violent video games. The report did not find a relationship between playing violent video games and school shootings. [ 35 ] Patrick M. Markey, PhD, Director of the Interpersonal Research Laboratory at Villanova University, stated, “90% of young males play video games. Finding that a young man who committed a violent crime also played a popular video game, such as Call of Duty, Halo, or Grand Theft Auto, is as pointless as pointing out that the criminal also wore socks.” [ 84 ] Further, gun violence is less prevalent in countries with high video game use. A study of the countries representing the 10 largest video game markets internationally found no correlation between playing video games and gun-related killings. Even though US gun violence is high, the nine other countries with the highest video game usage have some of the lowest violent crime rates (and eight of those countries spend more per capita on video games than the United States). [ 97 ] Read More
Con 4 As sales of violent video games have significantly increased, violent juvenile crime rates have significantly decreased. In 2019, juvenile arrests for violent crimes were at an all-time low, a decline of 50% since 2006. Meanwhile, video game sales set a record in Mar. 2020, with Americans spending $5.6 billion on video game hardware, accessories, and assorted content. Both statistics continue a years-long trend. [ 143 ] [ 144 ] Total US sales of video game hardware and software increased 204% from 1994 to 2014, reaching $13.1 billion in 2014, while violent crimes decreased 37% and murders by juveniles acting alone fell 76% in that same period. [ 82 ] [ 83 ] [ 133 ] [ 134 ] [ 135 ] The number of high school students who had been in at least one physical fight decreased from 43% in 1991 to 25% in 2013, and student reports of criminal victimization at school dropped by more than half from 1995 to 2011. [ 106 ] [ 107 ] An Aug. 2014 peer-reviewed study found that: “Monthly sales of video games were related to concurrent decreases in aggravated assaults.” [ 84 ] Read More
Con 5 Studies have shown that violent video games can have a positive effect on kindness, civic engagement, and prosocial behaviors. Research shows that playing violent video games can induce a feeling of guilt that leads to increased prosocial behavior (positive actions that benefit others) in the real world. [ 104 ] A study published in Computers in Human Behavior discovered that youths exposed to violence in action games displayed more prosocial behavior and civic engagement, “possibly due to the team-oriented multiplayer options in many of these games.” [ 103 ] Read More
Con 6 Many risk factors are associated with youth violence, but video games are not among them. The US Surgeon General’s list of risk factors for youth violence included abusive parents, poverty, neglect, neighborhood crime, being male, substance use, and mental health problems, but not video games. [ 118 ] A peer-reviewed study even found a “real and significant” effect of hot weather on homicides and aggravated assaults, showing that heat is a risk factor for violence. [ 124 ] Read More
Con 7 Violent video game players know the difference between virtual violence in the context of a game and appropriate behavior in the real world. By age seven, children can distinguish fantasy from reality, and can tell the difference between video game violence and real-world violence. [ 99 ] [ 100 ] Video game players understand they are playing a game. Kids see fantasy violence all the time, from Harry Potter and the Minions to Bugs Bunny and Tom and Jerry. Their ability to distinguish between fantasy and reality prevents them from emulating video game violence in real life. [ 9 ] Exposure to fantasy is important for kids. Fisher-Price toy company stated: “Pretending is more than play: it’s a major part of a child’s development. Fantasy not only develops creative thinking, it’s also a way for children to deal with situations and problems that concern them.” [108] Read More
Con 8 Violent video games provide opportunities for children to explore consequences of violent actions, develop their moral compasses and release their stress and anger (catharsis) in the game, leading to less real world aggression. Violent games allow youth to experiment with moral issues such as war, violence, and death without real world consequences. A researcher at the Harvard Medical School Center for Mental Health and Media wrote about her research: “One unexpected theme that came up multiple times in our focus groups was a feeling among boys that violent games can teach moral lessons… Many war-themed video games allow or require players to take the roles of soldiers from different sides of a conflict, perhaps making players more aware of the costs of war.” [ 2 ] [ 38 ] A peer-reviewed study published in the Journal of Adolescent Health found that children, especially boys, play video games as a means of managing their emotions: “61.9% of boys played to ‘help me relax,’ 47.8% because ‘it helps me forget my problems,’ and 45.4% because ‘it helps me get my anger out.” [ 37 ] Researchers point to the cathartic effect of video games as a possible reason for why higher game sales have been associated with lower crime rates. [84] A peer-reviewed study in the Journal of Adolescent Research concluded that “Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools.” The games serve as a substitute for rough-and-tumble play. [ 36 ] Read More
Con 9 Studies claiming a causal link between video game violence and real life violence are flawed. Many studies failed to control for factors that contribute to children becoming violent, such as family history and mental health, plus most studies do not follow children over long periods of time. [ 10 ] [ 95 ] Video game experiments often have people playing a game for as little as ten minutes, which is not representative of how games are played in real life. In many laboratory studies, especially those involving children, researchers must use artificial measures of violence and aggression that do not translate to real-world violence and aggression, such as whether someone would force another person eat hot sauce or listen to unpleasant noises. [ 84 ] [ 94 ] According to Christopher J. Ferguson, PhD, a psychology professor at Stetson University, “matching video game conditions more carefully in experimental studies with how they are played in real life makes VVG’s [violent video games] effects on aggression essentially vanish.” [ 95 ] [ 96 ] Read More
Did You Know?
1.Video game sales set a record in Mar. 2020, with Americans spending $5.6 billion on hardware, accessories, and content, a continuation of a years-long upward trend. [ ]
2.The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019. [ ]
3.Around 73% of American kids age 2-17 played video games in 2019, a 6% increase over 2018 and a continuation of a years-long upward trend. [ ]
4.An Aug. 2015 report from the American Psychological Association determined that playing violent video games is linked to increased aggression, but it did not find sufficient evidence of a link between the games and increased violence. [ ]
5.Video games accounted for 17% of kids’ entertainment time and 11% of their entertainment spending in 2019. [ ]

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Violent Video Games Should Be Banned

Violent Video Games Should Be Banned

Almost every child enjoys playing video games as it acts as a source of entertainment. However, as time passed by vicious contents are now being portrayed through gaming that dehumanizes children and encourages in promoting violent behavior. Parents may sometimes struggle in handling severe aggression of their children as it often makes a situation worse. According to some people gaming is a normal fun activity with no harmful impacts but with time this has effected children’s behavior and affected their personalities. Often during teenage period, children are quick to adopt learned behavior as their body and mind are undergoing numerous changes. Violent video games make players internalize anxiety, increase aggressive attitude, imitate their most liked character and cause severe physical impairments.

Video game are extensively played in majority’s childhood and has influenced behavior of children by reconstructing their thoughts, actions, preferences depending on the intensity of video games played by them. Gaming is a high rated obsession of every individual as it is a good source of time pass. Back then, it was played for fun purpose but unfortunately with the passage of time children started to adopt negative behaviors from these and implemented them in normal life. Violent video games are causing many people to develop aggressive attitude against others, losing the feeling of helping others or showing empathy.

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Exposure to violent video games negatively affects teenagers; it increases aggressive behavior and related thoughts or feeling. Violent games in which characters are abused, murdered brutally, physically harmed should be prohibited as such games will escalate violent behavior and have a negative impact on their moral development. According to the journal of medical association, games have a strong negative impact on children and adolescent’s developing minds. More brutality and hostility were generated by these gaming activities. When a child in the video games is constantly witnessing violence, blood and murders, it leaves a certain mark on his psyche. Such a child would be more likely to take aggressive action against his family or friends and get involved on arguments without logic that harms their peers.

Teenagers learn to imitate characters and associate violent behaviors with pleasure of achieving rewards by harming others; this may erode moral codes of conduct. Some researches referred to this term as “Game transfer phenomena” where gamers adopt visual imagery contents and associate it with real life, this later results in non responsive behavior of children with family and surroundings. Under simulated conditions, emotions are triggered by violent attitude and encourage teenagers to harm others for their own satisfaction. According to researcher Matthew de grood, a 9 year old boy who frequently played ‘Halo zombies’ game, killed five college students stating that he thought they were zombies. Thus, video games can be habit forming as it gives immediate reward for learning and adopting negative behavior of characters.

Children becoming highly addicted with video games suffer from physical impairments. This is when they spend excessive amount of time on gaming that delays physical development of body as a result leading to serious and permanent psychological mental effects. The author of “Reset your child’s brain” Dr. Victoria Dunkley reports that when children play games their nervous system is in flight or fight stage, it releases dopamine and adrenaline in your body that can be dangerous as it can increase risk of heart attacks in future. Another therapist reported that there has been an increase in medical prescriptions for unfit or obese children who refuse to participate in outdoor activities. These can deteriorate health and result in chronic adrenal fatigue and auto immune diseases due to lack of performance in health activities, not only does it results in disorders but also depression, stress, diet and sleep imbalance as the gamers hardly have any social or healthy lifestyle because of their addiction towards video gaming.

There have been unwitting claims made by media about video games that are violent and involves abusive language; they consider shooting to have a link with murder and aggression in real life for the love of video gaming. In contrary, according to some researchers playing violent video games is a form stress relief. It also improves your memory, communication skills, built team work and spatial – solving skills. Though it had been a hard time drawing the line between cause and effect but violent video games are not the only reason for negative personality of children, there are many other factors around that influence behavior and also it depends on the level of intensity of video games.

In conclusion, violent games should be banned as it results in concomitant rise in violence and aggression and reduces pro social attitude. Children associate violence with enjoyment and normalize this behavior in the environment. These gaming activities have more negative effects than positive ones. Immense numbers of children playing video games are becoming addicted and spending majority of their time in gaming that not only ruins their social life but also has a bad influence on them and affects their health. Moreover, the parents need to understand that they should supervise their children, adopt a good behavior towards them by teaching them moral values and engaging them more in other alternatives such as travelling, family quality time, movies, reading, arts and sports.

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Speech on Should Violent Video Games Be Banned?

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Should Violent Video Games Be Banned?

Speech on Should Violent Video Games Be Banned: Playing games always helps one to maintain physical strength. Whether it be long hours or for a few minutes, training the brain with an activity always helps one engage in an activity. 

violent video games should be banned persuasive essay

But what if video games are blamed for spreading violence? Will it still be justified to support violent video games? 

Just like there are two sides of a coin, there are both negative and positive impacts of playing video games. Here’s a speech on should violent video games be banned or not.

Table of Contents

  • 1.1 Pros For Banning Violent Video Games
  • 2 Cons Against Banning Violent Video Game

Also Read: Online Games Good or Bad Speech

Long Speech on Speech on Should Violent Video Games Be Banned? 

Hello and welcome to all the teachers and fellow students. Today we all are gathered here to share our views on the contentious topic that has sparked across the various platforms— Should Violent Video Games Be Banned? 

Pros For Banning Violent Video Games

Let’s discuss what can be possible positive points for banning violent video games:

1. Potential Impact on Aggressive Behaviour

Violent video games such as Resident Evil, The Witcher, and Bioshock likewise suggest a correlation between video games and increased violent behaviour among children. 

The gaming disorder hinders them from understanding and regulating human emotions and results in aggression, depression, and an anxious state. 

2. Protecting Vulnerable Audiences

Younger players, who aren´t able to justify wrong and right actions might result in deficit or depressive symptoms. Symptoms of feeling sad, hopeless, and furious are some of the negative impacts of such negative impacts of violent video games. 

Banning such video games can help the vulnerable audience from potential negative consequences. 

3. Public Safety

Individuals who love to mitigate their favourite characters might carry the same with violent video games. Killing of people, and animals, foul language, and use and abuse of drugs and alcohol are some of the examples of harmful acts. 

Banning such fierce video games may be seen as a precautionary measure to mitigate the risk of such individuals. 

Also Read: 2-Minute Speech on What Makes Learning Fun

Cons Against Banning Violent Video Game

Let us understand whether it is correct to ban video games just because of their violent likeness: 

1. Freedom of Expression

Do you find it justified to ban a speech of expression? Video games are a part of art and creative voice like other forms of media. 

Banning video games with violence is a violation of the creator´s artistic freedom and its impressions. Also, it restricts the potential for storytelling and creativity. 

2. Impact of Industry

As per the data of Statista Market Insights, the video game market is forecasted to reach a revenue of US$389.70 billion by 2028, which is undoubtedly a considerable figure. Banning video games because of their depiction is not justified. 

Also, banning the violent video games industry could result in severe economic consequences, leading to job losses and economic downturns. 

3. Risk of Creating a Black Market

Banning video games with violence can create a secret illegal or black market. These video games, which will be accessed by different groups of children, including minors, might not be safe or regulated. 

Also, there is the possibility of creating hidden illegal businesses too. 

Banning video games with violent depictions is not a solution. Practice should be done to encourage children to consider what they are watching or playing. Instead of putting restrictions, suggest or advise them to learn how to handle situations.

Violent video games express freedom and individual responsibility; thus, one cannot hinder one’s fundamental rights and views.

Many factors contribute to a person’s behaviour. However, it cannot be denied that violent video games don’t create mental disorder problems. 

The relationship between violent video games and anxiety varies from person to person. Excessive video games with violent depictions without proper guidance can cause anxiety. 

Parents can communicate, keep themselves informed about the games, and use parental controls for violent video games. 

Some considerations related to violent video game behaviour are aggression, problems in decision-making, and real-life violence.

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Deepika Joshi

Deepika Joshi is an experienced content writer with expertise in creating educational and informative content. She has a year of experience writing content for speeches, essays, NCERT, study abroad and EdTech SaaS. Her strengths lie in conducting thorough research and ananlysis to provide accurate and up-to-date information to readers. She enjoys staying updated on new skills and knowledge, particulary in education domain. In her free time, she loves to read articles, and blogs with related to her field to further expand her expertise. In personal life, she loves creative writing and aspire to connect with innovative people who have fresh ideas to offer.

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Should Video Games Be Banned Argumentative Essay

Should the Government Ban the Sale of Violent Video Games? “Too many of the video games marketed to our children teach them all of the wrong lessons and values” (Whitehead 108). These are the words from the Illinois governor Rod Blagojevich who is trying to outlaw the sale of violent video games. This issue has been around for a while and the government is looking into it. They say that violent behavior by small children is an effect of the violence seen in the video games.

Many people have supported the actions taken by the government but others see it as a waste of resources.

There are a number of reasons the government should not get involved in banning the sale of video games. Parents should be responsible and take care of their children. Proponents claim that that the government should ban violent video games for a number of reasons. They claim that research has shown that violent video games affect young people in both short and long term.

This leads children to criminal and antisocial behavior. Parents don’t actually know how violent video games actually are and use them to keep their children busy while they are minding their own business so there is no parental supervision.

Violent Video Games Should Be Banned Argumentative Essay

The government has taken interest in this since many people believe that the role of the government is to protect society and its citizens from damaging society as a whole. However, it would be wrong for the government to take steps in censoring violent video games since it is something that is impossible to do.

violent video games should be banned persuasive essay

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The government would require a great deal of money to stop the sales of video games. Yet, it won’t stop anything since retailers could then move their sales to the internet where the government won’t be able to perform so well.

All the money invested would then be a waste. Many people against the law say that the government should spend the money in something more useful or needed. It would be a waste of resources to try and control the sales when internet is so accessible to everyone and can provide access to anything. Furthermore, violent acts by children cannot be attributed to video games; there are a lot of things that come into play. Many known researchers have found that there is no link between violent behavior and video games.

The most recent study was performed by Patrick Kierkegaard at the University of Essex, England; it suggested that there is no link between violent video games and violent behavior. Kierkegaard explained that the effect seems to be the exact opposite and one might argue that video game usage has reduced real violence (Kierkegaard). He also states that it is possible for certain types of video game to affect emotions, views, behavior, and attitudes, however, so can books. These can also lead to violent behavior on those already predisposed to violence.

Nevertheless, many of the video games that are found to be violent are not created for children. These games are written for adults and have an effective rating system implemented on them. One such rating system is the Entertainment Software Rating Board (ESRB). It was created by the major video game manufacturers due to pressure applied by concerned groups about the content on video games. Many game companies now submit their products for rating by the ESRB. A number of factors are considered when rating games. They include the amount of violence, sex, profane language and substance abuse.

The ESRB then gives an age recommendation and a content description to the games submitted. This rating system allows parents to know what each game contains and allows them to make responsible decisions for their children. As evidence shows, it would not be wise for the government to get involved in this. Parents play a large role in development of their children. They are the ones that go and buy the games for the children without paying attention to the safety measures already in place. I have been a video game player for many years and have played every kind of game.

Yet, the teachings I received since I was a kid are still in me and I have never had the urge to be violent due to a video game. Parents should take responsibility for their children and the government should not be responsible for the actions of the parents. Works Cited Dafoe Whitehead, Barbara. “Parents Need Help: Restricting Access to Video Games. ” Elements of Argument. Ed. Annette T. Rottenberg and Donna Haisty Winchell. Boston: Bedford/St. Martins, 2009. 108-109. Kierkegaard, Patrick. “Video Games and Aggression. ” International Journal of Liability and Scientific Enquiry. Ed. Johanna K. P. Dennis. New York: Inderscience, 2008. 411-417

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Introduction

violent video games

Various studies have shown that violent content in video games desensitizes players , especially children, to real-world violence. When players become desensitized, they tend to increase their aggression and decrease their empathy. Other researchers have indicated that playing video games among children does not lead to significant aggressive behavior, since the magnitude of the effect in the meta-analysis may be an outcome of publication bias. Despite pressure from various societies, many video games contain a considerable amount of violence. Violent games are seen to promote feelings of excitement, satisfaction, and empowerment among players (Hagan, et al. 2002). However, Przybylski et al, carried a study on video games and concluded that the desire and enjoyment for future play were linked to competence and the experience of autonomy in the video game, and not the level of violence. Different scholars have argued about the negative and positive effects of playing video games among children. This research paper will discuss the various effects that playing video games have on children. They impact children’s lives socially and they increase violence among children (Sherry, 2001).

The debate on whether video games have social effects and cause violence among players, especially children, can be traced back to 1976 when a video game entitled Death Race was released on the market. The main aim of the game was to run over screaming gremlins using a car which would then turn into tombstones. The pace of the game was pedestrian and the gremlins resembled human figures. There was a public outcry over this video game and eventually its production ceased. There were other violent video games that were produced later in 1993, such as Night Trap and Mortal Kombat , which were followed by public outcry. In the same year, a board was established in the United States to look into video games and rate them according to their content (Siwek, 2007). The board is known as the entertainment software rating board (ESRB). The other video game that attracted media attention was Rapelay, produced in 2006 (Siwek, 2007). The video game required players to rape and stalk a woman and her two girls. Such video games are said to cause behavioral change among children.

There have been several incidents that are linked to video games, such as the massacre at Columbine High School that claimed 13 lives. Laws have been enacted to ban or control the sale of video games. For example, on the 27th of June 2007, the Supreme Court of the United States overturned the law in California that banned the sale of video games to minors (Siwek, 2007). The court ruled that the law violated the freedom of speech even though the state has an obligation to protect kids from harm. Another aspect that should be noted regarding video games is that boys spend more time playing than girls. Not many girls are interested in playing video games, hence they are not affected as much as boys of a similar age (Anderson & Bushman, 2001).

The Drawbacks of Children Playing Video games

Most of the negative effects as a result of playing video games among children can be blamed on the violent scenes contained in these games. When a child spends an extended amount of time playing such video games, they becomes socially isolated. This means that a child does not have enough time to interact with other members of their society (Anderson & Bushman, 2001). The child who spends many hours a day playing video games will have little time to meet and make new friends. They may in turn become more depressed and lonely in their homes. Children will also spend little time on other activities such as sports, reading, and doing homework. The child becomes socially inactive since they do not get involved in social activities.

Some video games teach children wrong values (Gunter, 1998). Most of the children who spend much of their time playing video games are likely to perform poorly in school. A solid number of video games are addictive. Rather than studying or completing homework, a child spends time playing video games. As a result, poor performance will be seen at schools. Video games reduce a child’s imaginative thinking as well. This means that a child who ends up spending most of their time playing video games does not get a chance to think creatively or independently. Imaginative thinking is crucial in developing a child’s creativity. By fostering isolation, video games may also affect a child’s health. Since they do not get enough bodily exercise, children who spend the majority of their time playing video games are likely to suffer from video-induced seizures, obesity and skeletal, muscular and postural disorders like tendinitis, carpal tunnel syndrome, among others.

Video games promote children to associate happiness and pleasure with the capability to cause pain to others. They develop the feeling that in order to be happy, one has to make other people suffer. Children who play video games tend to develop selfish behavior (Anderson & Bushman, 2001). Video games teach the player to be dependent and since the child is often left alone while playing a video game, he or she can develop selfish behavior. A certain study that was done at a Minneapolis-based national institute for media indicated that kids can get addicted to video games and exhibit social phobias. The interactive quality of video games is quite different from passively viewing movies or television. The games allow players to be active participants in the script. The players who are able to benefit from acts of violence are then able to proceed to the next level (Sherry, 2001).

As a negative result of playing video games, violence in children has shown an increase. “Anderson and Dill found that males who were high in aggression and irritability, showed the strongest association between video game play and aggressive behavior” (Lillian Bensely & Juliet Van Eenwyk, 2001). There are many incidents of violent behavior among children who play violent video games worldwide (Gunter, 1998). One of the high-profile incidents is the Columbine High School massacre that was caused by 17-year-old Dylan Klebold, and 18-year-old Harris Eric. The massacre happened on the 20th of April, 1999, at Columbine High School, located in Jefferson County. 12 pupils and a teacher were killed by two pupils. It was later revealed that the two shooters in the massacre were frequent players of weapon-based combat games . It was also noted that the two shooters used to play Wolfeinstein 3D and Doom , games which are violent. After the incident, many newspaper articles claimed that the key cause of that incident was violent video games.

Another incident occurred in April, 2000, when Jose Rabadan, a sixteen-year-old Spaniard, killed his parents and his sister using a katana sword, claiming that he was Squall Leonhart, the main character in the video game titled ‘Final Fantasy V111,’ on a mission of revenge. This was a consequence of playing the game too much and fantasizing about what he saw in the video game (Williams, & Marko, 2005). In 1997, there was the case of a thirteen year old, Wilson Noah, who was killed by his friend using a kitchen knife. The mother of the deceased claimed that Noah was stabbed because of the obsession his friend had with the video game known as Mortal Kombat. She alleged that the child who killed Noah was obsessed with the game, and thought he was one of the characters in the game named Cyrax. In the game, Cyrax uses a finishing move whereby he grabs the opponent and stabs him in the chest. It was alleged that this was the move that motivated the killing of that child. There are many other incidents that were caused by the effects of playing video games. A report that was compiled by the FBI in the year 2006 showed that the playing of video games among children was one of the behavioral traits linked to school shootings. The report outlined several factors behind school shootings of which playing violent video games was the most obvious (Anderson & Bushman, 2001).

According to Gentile and Anderson, playing video games increases the aggressive behavior of the player, since the acts of violence are continually repeated during the game (Gentile, & Anderson, 2003). “Although heightened physiological arousal (e.g., heart rate, blood pressure, skin conductance) can be beneficial in certain situations, physiological arousal produced by violent media (or by other sources), can be linked to an increase in aggressive behavior, especially when that arousal can be erroneously attributed to another provoking event, rather than to the violent media. Repetition of an act has been considered an effective teaching method, reinforcing learners patterns” (Barlett, Harris & Bruey, 2007).

The games encourage the players to roleplay or identify with their favorite character (Gentile & Anderson, 2003). The increase in physical bullying in many schools can also be linked to the popularity of video games that contain violent content. A study done in 2008 indicated that about 60% or more of middle school boys ended up striking or beating somebody after playing at least one mature-rated video game. The research also showed that about 39% of boys who never played violent video games were not involved in any form of violence. When playing video games, players are rewarded for simulating violence. This enhances the learning of violent behavior among the children who find pleasure in violent video games. When violence is rewarded while playing video games, players tend to develop aggressive behavior. As noted earlier, video games desensitize players to real-life violence. The exposure to video games causes a reduction in P300 amplitudes that are contained in the brain. The child will later experience aggressive behavior and desensitization to violence (Bartholow, Bushman & Sestir, 2006).

After children experience violence while playing video games, they are likely to develop a fear of becoming victims of violent acts. According to the report compiled by six leading national medical associations in 2000, children do not trust their fellow children and hence will develop violent, self-protective measures. The exposure to cruel video games also leads to reduced empathy among the players. From a survey conducted by Jeanne Funk in 2004, video games are the only media linked or associated with low empathy. Empathy is described as the capacity or ability to understand other people’s feelings. The level of empathy plays a noteworthy role in evaluating a person’s morals. Empathy also controls aggressive behavior among individuals, especially children (Bartholow, Bushman & Sestir, 2006). After lacking empathy as a consequence of violent video games, these children are likely to be violent. Repetition of actions when one is playing a video game affects the subconscious mind, hence a behavioral script is developed. An example of a behavioral script is that developed by drivers. It urges the driver to first get into a car, fasten their safety belt and then start the car. Similarly, video games induce a child to develop a behavioral script that urges them to respond violently to certain situations (Gunter, 1998).

Playing video games teaches children that violence is an acceptable way of solving their conflicts. Those who play video games, especially games with violent content, do not develop the belief that using non-violence means can solve a problem. They tend to be less forgiving when compared to those children who play non-violent video games (Sherry, 2001). Children tend to confuse real-world violence with video game violence. After fantasizing about the violence in video games, children are likely to fight in schools and in the streets. New video games allow a lot of physical interaction with the players. Some video games train players on how to be a killer. For example, in 1996, the Marine Corps in the United States authorized the release of Doom 11 , which was a violent video game. The game was previously used to train marine soldiers. Such games can train children to be high-profile killers. Also, most video games have portrayed a negative attitude towards women. Violence against women is likely to increase in a child who plays brutal video games (Gunter, 1998).

Counter Arguments

In any life situation and with any sort of problem, there are those who disagree with the majority. Likewise, there are researchers who present various counter arguments to support the idea that video games can be beneficial for children. The first counter argument against the side effects of video games is the fact that children are not isolated, as they have online gaming communities. Children who are unable to associate with others do not feel isolated since they can play video games. For example, a child who is not physically fit to play with others can turn to video games during their free time to reduce boredom (Dietz, 1998).

It has been noted that violent juvenile crimes have been decreasing in the recent years, yet the popularity of video games has been increasing. For the period from 1995 to 2008, the rate of the arrest of juvenile murderers decreased by 71.9%, while the overall arrest cases concerning juvenile violence decreased by 49%. In the same period, the sale of cruel video games increased by almost 4 times compared to the years before. From these statistics, one can conclude that there is no direct correlation between violent juvenile crimes and video games. There has been no scientifically-proven link between violent behavior among children and video games. Most of the surveys carried out on video games are affected by design flaws. The surveys are done within a short duration of time and do not follow kids for any considerable period of time. After a short observation, conclusions are drawn (Barlett, Harris and Bruey, 539-546).

The other counter argument against video games is that children learn real life-skills when playing video games. Players of brutal video games are able to learn how to regulate their emotions when playing (Anderson, Gentile, & Buckley, 2007). The level of control developed while playing video games in terms of directing actions and pace are prudent ways of regulating the emotional state of children. The perception of being in control of actions minimizes emotional and stressful responses to events. Aggressive and angry feelings can be relieved by playing video games. When a child plays video games, it is one of the best ways of relieving aggression and depression. Many children play video games to relieve anger while others play video games to relax their bodies. Children are given healthy and safe opportunities to virtually explore the rules and consequences of violent behavior when they play video games (Bartholow, Bushman & Sestir, 2006).

After playing videogames, especially ones that contain violence, children are able to develop ways of escaping violence. The form of violence can be affected by video games, but does not necessarily lead to the occurrence of violence. Through the challenges faced while playing some video games, children are able to learn how to avoid violence, or how to escape from violence. Those who hold the view that video games do not have negative effects on children indicate that video games do not lead a child to violence, but instead, violent children are the ones who are interested in video games (Anderson, Gentile & Buckley, 2007).

The argument about whether video games have negative or positive effects on children is broad, and depends on one’s philosophical views. “Most of the research projects that have been conducted on the authentic effects of media brutality on behavior of children have included small, often unrepresentative samples and unique examples of media violence” (Dietz, 1998). This paper has compiled some of the negative effects of video games among children. Some of the negative effects include children feeling isolated from their society, becoming more violent and aggressive, as well as lacking communicative skills. When playing video games, children spend extended periods of time by themselves and do not have much interaction with other children, except for the virtual ones. As a result, children who play video games excessively do not develop effective communication skills with others, since hours, if not all their spare time, is spent on video games. There has also been a rise in violence among children who play video games, the Columbine High School massacre being one such example. Injuries and fighting at home and outdoors have risen because of children playing brutal video games (Anderson, Gentile, & Buckley, 2007). Some researchers however argue that video games can and do have positive effects on children. They point out that children are not isolated, as they develop online gaming communities. Children are also able to learn real-life skills while playing video games, as well as learn how to escape violence. However, what both sides agree upon is that parents should guide their children on the outcomes of playing video games. Personally, I think that video games can be allowed when selected with caution and are not played frequently. As long as virtual reality does not replace a child’s real-life communication, video games can become a great option for a child’s leisure.

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It’s time to end the debate about video games and violence

violent video games should be banned persuasive essay

Professor of Psychology, Stetson University

Disclosure statement

Christopher J. Ferguson does not work for, consult, own shares in or receive funding from any company or organisation that would benefit from this article, and has disclosed no relevant affiliations beyond their academic appointment.

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violent video games should be banned persuasive essay

In the wake of the Valentine’s Day shooting at a Broward County, Florida high school , a familiar trope has reemerged: Often, when a young man is the shooter, people try to blame the tragedy on violent video games and other forms of media. Florida lawmaker Jared Moskowitz made the connection the day after the shooting, saying the gunman “was prepared to pick off students like it’s a video game.”

In January, after two students were killed and many others wounded by a 15-year-old shooter in Benton, Kentucky, the state’s governor criticized popular culture, telling reporters , “We can’t celebrate death in video games, celebrate death in TV shows, celebrate death in movies, celebrate death in musical lyrics and remove any sense of morality and sense of higher authority and then expect that things like this are not going to happen.”

But, speaking as a researcher who has studied violent video games for almost 15 years, I can state that there is no evidence to support these claims that violent media and real-world violence are connected. As far back as 2011, the U.S. Supreme Court ruled that research did not find a clear connection between violent video games and aggressive behavior. Criminologists who study mass shootings specifically refer to those sorts of connections as a “ myth .” And in 2017, the Media Psychology and Technology division of the American Psychological Association released a statement I helped craft, suggesting reporters and policymakers cease linking mass shootings to violent media, given the lack of evidence for a link.

A history of a moral panic

So why are so many policymakers inclined to blame violent video games for violence? There are two main reasons.

The first is the psychological research community’s efforts to market itself as strictly scientific. This led to a replication crisis instead, with researchers often unable to repeat the results of their studies. Now, psychology researchers are reassessing their analyses of a wide range of issues – not just violent video games, but implicit racism , power poses and more.

The other part of the answer lies in the troubled history of violent video game research specifically. Beginning in the early 2000s, some scholars, anti-media advocates and professional groups like the APA began working to connect a methodologically messy and often contradictory set of results to public health concerns about violence. This echoed historical patterns of moral panic, such as 1950s concerns about comic books and Tipper Gore’s efforts to blame pop and rock music in the 1980s for violence, sex and satanism.

Particularly in the early 2000s, dubious evidence regarding violent video games was uncritically promoted . But over the years, confidence among scholars that violent video games influence aggression or violence has crumbled .

Reviewing all the scholarly literature

My own research has examined the degree to which violent video games can – or can’t – predict youth aggression and violence. In a 2015 meta-analysis , I examined 101 studies on the subject and found that violent video games had little impact on kids’ aggression, mood, helping behavior or grades.

Two years later, I found evidence that scholarly journals’ editorial biases had distorted the scientific record on violent video games. Experimental studies that found effects were more likely to be published than studies that had found none. This was consistent with others’ findings . As the Supreme Court noted, any impacts due to video games are nearly impossible to distinguish from the effects of other media, like cartoons and movies.

Any claims that there is consistent evidence that violent video games encourage aggression are simply false.

Spikes in violent video games’ popularity are well-known to correlate with substantial declines in youth violence – not increases. These correlations are very strong, stronger than most seen in behavioral research. More recent research suggests that the releases of highly popular violent video games are associated with immediate declines in violent crime, hinting that the releases may cause the drop-off.

The role of professional groups

With so little evidence, why are people like Kentucky Gov. Matt Bevin still trying to blame violent video games for mass shootings by young men? Can groups like the National Rifle Association seriously blame imaginary guns for gun violence?

A key element of that problem is the willingness of professional guild organizations such as the APA to promote false beliefs about violent video games. (I’m a fellow of the APA.) These groups mainly exist to promote a profession among news media, the public and policymakers, influencing licensing and insurance laws . They also make it easier to get grants and newspaper headlines. Psychologists and psychology researchers like myself pay them yearly dues to increase the public profile of psychology. But there is a risk the general public may mistake promotional positions for objective science.

In 2005 the APA released its first policy statement linking violent video games to aggression. However, my recent analysis of internal APA documents with criminologist Allen Copenhaver found that the APA ignored inconsistencies and methodological problems in the research data.

The APA updated its statement in 2015, but that sparked controversy immediately: More than 230 scholars wrote to the group asking it to stop releasing policy statements altogether. I and others objected to perceived conflicts of interest and lack of transparency tainting the process.

It’s bad enough that these statements misrepresent the actual scholarly research and misinform the public. But it’s worse when those falsehoods give advocacy groups like the NRA cover to shift blame for violence onto nonissues like video games. The resulting misunderstandings delay efforts to address mental illness and other issues that are actually related to gun violence.

  • US Supreme Court
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  • Reproducibility
  • Gun violence
  • Mass shootings
  • Violent crime
  • Violent video games
  • US gun violence
  • Reproducibility crisis
  • Reproducible research
  • American Psychological Association

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When writing an argumentative essay, remember to do the research and lay out the facts clearly. Your goal is not necessarily to persuade someone to agree with you, but to encourage your reader to accept your point of view as valid. Here are some possible argumentative topics to try. ( Here are 100 more compelling argumentative essay topics. )

  • The most important challenge our country is currently facing is … (e.g., immigration, gun control, economy)
  • The government should provide free internet access for every citizen.
  • All drugs should be legalized, regulated, and taxed.
  • Vaping is less harmful than smoking tobacco.
  • The best country in the world is …
  • Parents should be punished for their minor children’s crimes.
  • Should all students have the ability to attend college for free?
  • Should physical education be part of the standard high school curriculum?

Should physical education be part of the standard high school curriculum?

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  • Schools should require recommended vaccines for all students, with very limited exceptions.
  • Is it acceptable to use animals for experiments and research?
  • Does social media do more harm than good?
  • Capital punishment does/does not deter crime.
  • What one class should all high schools students be required to take and pass in order to graduate?
  • Do we really learn anything from history, or does it just repeat itself over and over?
  • Are men and women treated equally?

Cause-and-Effect Essay Topics for High School

A cause-and-effect essay is a type of argumentative essay. Your goal is to show how one specific thing directly influences another specific thing. You’ll likely need to do some research to make your point. Here are some ideas for cause-and-effect essays. ( Get a big list of 100 cause-and-effect essay topics here. )

  • Humans are causing accelerated climate change.
  • Fast-food restaurants have made human health worse over the decades.
  • What caused World War II? (Choose any conflict for this one.)
  • Describe the effects social media has on young adults.

Describe the effects social media has on young adults.

  • How does playing sports affect people?
  • What are the effects of loving to read?
  • Being an only/oldest/youngest/middle child makes you …
  • What effect does violence in movies or video games have on kids?
  • Traveling to new places opens people’s minds to new ideas.
  • Racism is caused by …

Compare-Contrast Essay Topics for High School

As the name indicates, in compare-and-contrast essays, writers show the similarities and differences between two things. They combine descriptive writing with analysis, making connections and showing dissimilarities. The following ideas work well for compare-contrast essays. ( Find 80+ compare-contrast essay topics for all ages here. )

  • Public and private schools
  • Capitalism vs. communism
  • Monarchy or democracy
  • Dogs vs. cats as pets

Dogs vs. cats as pets

  • Paper books or e-books
  • Two political candidates in a current race
  • Going to college vs. starting work full-time
  • Working your way through college as you go or taking out student loans
  • iPhone or Android
  • Instagram vs. Twitter (or choose any other two social media platforms)

Descriptive Essay Topics for High School

Bring on the adjectives! Descriptive writing is all about creating a rich picture for the reader. Take readers on a journey to far-off places, help them understand an experience, or introduce them to a new person. Remember: Show, don’t tell. These topics make excellent descriptive essays.

  • Who is the funniest person you know?
  • What is your happiest memory?
  • Tell about the most inspirational person in your life.
  • Write about your favorite place.
  • When you were little, what was your favorite thing to do?
  • Choose a piece of art or music and explain how it makes you feel.
  • What is your earliest memory?

What is your earliest memory?

  • What’s the best/worst vacation you’ve ever taken?
  • Describe your favorite pet.
  • What is the most important item in the world to you?
  • Give a tour of your bedroom (or another favorite room in your home).
  • Describe yourself to someone who has never met you.
  • Lay out your perfect day from start to finish.
  • Explain what it’s like to move to a new town or start a new school.
  • Tell what it would be like to live on the moon.

Expository and Informative Essay Topics for High School

Expository essays set out clear explanations of a particular topic. You might be defining a word or phrase or explaining how something works. Expository or informative essays are based on facts, and while you might explore different points of view, you won’t necessarily say which one is “better” or “right.” Remember: Expository essays educate the reader. Here are some expository and informative essay topics to explore. ( See 70+ expository and informative essay topics here. )

  • What makes a good leader?
  • Explain why a given school subject (math, history, science, etc.) is important for students to learn.
  • What is the “glass ceiling” and how does it affect society?
  • Describe how the internet changed the world.
  • What does it mean to be a good teacher?

What does it mean to be a good teacher?

  • Explain how we could colonize the moon or another planet.
  • Discuss why mental health is just as important as physical health.
  • Describe a healthy lifestyle for a teenager.
  • Choose an American president and explain how their time in office affected the country.
  • What does “financial responsibility” mean?

Humorous Essay Topics for High School

Humorous essays can take on any form, like narrative, persuasive, or expository. You might employ sarcasm or satire, or simply tell a story about a funny person or event. Even though these essay topics are lighthearted, they still take some skill to tackle well. Give these ideas a try.

  • What would happen if cats (or any other animal) ruled the world?
  • What do newborn babies wish their parents knew?
  • Explain the best ways to be annoying on social media.
  • Invent a wacky new sport, explain the rules, and describe a game or match.

Explain why it's important to eat dessert first.

  • Imagine a discussion between two historic figures from very different times, like Cleopatra and Queen Elizabeth I.
  • Retell a familiar story in tweets or other social media posts.
  • Describe present-day Earth from an alien’s point of view.
  • Choose a fictional character and explain why they should be the next president.
  • Describe a day when kids are in charge of everything, at school and at home.

Literary essays analyze a piece of writing, like a book or a play. In high school, students usually write literary essays about the works they study in class. These literary essay topic ideas focus on books students often read in high school, but many of them can be tweaked to fit other works as well.

  • Discuss the portrayal of women in Shakespeare’s Othello .
  • Explore the symbolism used in The Scarlet Letter .
  • Explain the importance of dreams in Of Mice and Men .
  • Compare and contrast the romantic relationships in Pride and Prejudice .

Analyze the role of the witches in Macbeth.

  • Dissect the allegory of Animal Farm and its relation to contemporary events.
  • Interpret the author’s take on society and class structure in The Great Gatsby .
  • Explore the relationship between Hamlet and Ophelia.
  • Discuss whether Shakespeare’s portrayal of young love in Romeo and Juliet is accurate.
  • Explain the imagery used in Beowulf .

Narrative and Personal Essay Topics for High School

Think of a narrative essay like telling a story. Use some of the same techniques that you would for a descriptive essay, but be sure you have a beginning, middle, and end. A narrative essay doesn’t necessarily need to be personal, but they often are. Take inspiration from these narrative and personal essay topics.

  • Describe a performance or sporting event you took part in.
  • Explain the process of cooking and eating your favorite meal.
  • Write about meeting your best friend for the first time and how your relationship developed.
  • Tell about learning to ride a bike or drive a car.
  • Describe a time in your life when you’ve been scared.

Write about a time when you or someone you know displayed courage.

  • Share the most embarrassing thing that ever happened to you.
  • Tell about a time when you overcame a big challenge.
  • Tell the story of how you learned an important life lesson.
  • Describe a time when you or someone you know experienced prejudice or oppression.
  • Explain a family tradition, how it developed, and its importance today.
  • What is your favorite holiday? How does your family celebrate it?
  • Retell a familiar story from the point of view of a different character.
  • Describe a time when you had to make a difficult decision.
  • Tell about your proudest moment.

Persuasive Essay Topics for High School

Persuasive essays are similar to argumentative , but they rely less on facts and more on emotion to sway the reader. It’s important to know your audience, so you can anticipate any counterarguments they might make and try to overcome them. Try these topics to persuade someone to come around to your point of view. ( Discover 60 more intriguing persuasive essay topics here. )

  • Do you think homework should be required, optional, or not given at all?
  • Everyone should be vegetarian or vegan.
  • What animal makes the best pet?
  • Visit an animal shelter, choose an animal that needs a home, and write an essay persuading someone to adopt that animal.
  • Who is the world’s best athlete, present or past?
  • Should little kids be allowed to play competitive sports?
  • Are professional athletes/musicians/actors overpaid?
  • The best music genre is …

What is one book that everyone should be required to read?

  • Is democracy the best form of government?
  • Is capitalism the best form of economy?
  • Students should/should not be able to use their phones during the school day.
  • Should schools have dress codes?
  • If I could change one school rule, it would be …
  • Is year-round school a good idea?

A research essay is a classic high school assignment. These papers require deep research into primary source documents, with lots of supporting facts and evidence that’s properly cited. Research essays can be in any of the styles shown above. Here are some possible topics, across a variety of subjects.

  • Which country’s style of government is best for the people who live there?
  • Choose a country and analyze its development from founding to present day.
  • Describe the causes and effects of a specific war.
  • Formulate an ideal economic plan for our country.
  • What scientific discovery has had the biggest impact on life today?

Tell the story of the development of artificial intelligence so far, and describe its impacts along the way.

  • Analyze the way mental health is viewed and treated in this country.
  • Explore the ways systemic racism impacts people in all walks of life.
  • Defend the importance of teaching music and the arts in public schools.
  • Choose one animal from the endangered species list, and propose a realistic plan to protect it.

What are some of your favorite essay topics for high school? Come share your prompts on the WeAreTeachers HELPLINE group on Facebook .

Plus, check out the ultimate guide to student writing contests .

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By Megan Farokhmanesh

When a Video Game Developer Gets Outed as Abusive, What Happens Next?

Collage of an anonymous man's form at a computer an empty office chair keyboard and bottom half of a woman's face.

Jonathan’s actions were irrefutable: Over the course of nearly a decade, while working at a video game developer, he sexually assaulted industry colleagues. One victim came forward, posting their story to social media; others followed with stories of their own. The consequences were swift. Colleagues, friends, and peers disavowed him. He stepped away from his job and retreated from the public eye.

Jonathan, who asked that WIRED not reveal his identity, no longer works in the video game industry. His decision to remain apart from the community, he says, is the direct result of his actions. ”I made the choices I did, and I needed to hold the burden of those consequences,” he says. Had he remained in games, he felt he would be placing an unfair burden on his colleagues, as well as making the lives of those he abused more difficult.

“I didn't feel like it was right to stay involved and continue my journey in gaming when the harm I caused prevented them from doing the same,” he says.

In video game development, actions like Jonathan’s are alarmingly familiar. What's less common are solutions for how to repair the damage done. For decades, the industry has faced calls to weed out people accused of sexism, racism, homophobia, transphobia, abuse of power, harassment, assault, and much more. At companies like Activision Blizzard, which paid out millions to victims who alleged a widespread sexual harassment scandal, bad actors have lost their jobs or faced discipline following harassment investigations, but what then? It’s taken the video game industry so long to even respond to the problems in its ranks, little work has been done to figure out what can and should happen next.

ReSpec wants to be part of the solution. Founded in 2022 as an offshoot of a hotline for people experiencing harassment and abuse in the gaming industry, the nonprofit works with people who want to change. For Jonathan, that meant facing his actions and taking accountability. In other cases, it means recognizing misuses of power, harassment, or manipulation. ReSpec's work pushes the conversation further, but also raises new questions about whether abusers can be reformed—or if they should ever be allowed to return to the places they made unsafe.

In 2020, Jae Lin was working at the Games and Online Harassment Hotline. It was a text-based service that allowed anyone who reached out to talk anonymously about issues from crunch to depression. Launched by Feminist Frequency’s Anita Sarkeesian , herself the target of a Gamergate harassment campaign , the idea was to create the survivor-centered, trauma-informed assistance the game industry so desperately needed.

When confessions coming from industry abusers began rolling in, Lin was surprised. They were working for a hotline that was created to support victims . Unwittingly, it was also becoming a lifeline for people who’d done the harm in the first place. “Really from the beginning, we had folks texting us about harm and harassment that they had caused or been a part of,” Lin says. “It just kept happening.”

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Eventually, Lin says, they realized this was “not a one-off thing,” but something the industry wasn’t addressing. There were not many resources, even outside of the games space, for people who “were feeling remorseful and regretful for what they had done and wanted to change,” Lin says. No one knew who to ask for help.

In reporting on this piece, WIRED reached out to survivor-focused groups like the Rape, Abuse and Incest National Network to better contextualize ReSpec's work. A representative for RAINN declined to comment, saying that the organization doesn't have an expert who could speak on the subject.

Lin would officially found ReSpec—a nod to rebuilding attributes in role-playing games—with the goal of providing virtual meetings that could be attended by anyone in the world. Because counseling offenders is different from working with survivors, they consulted with therapists who had experience working with incarcerated people and people on the sex offender registry. They also spoke with facilitators of batterer's intervention groups, members and leaders of men's support groups, and many more experts with experience in sexual violence prevention.

At ReSpec, facilitators have backgrounds that span hotline counseling and trauma-informed care to sexual violence prevention and “men's roles in interrupting cycles of gender-based violence,” Lin says.

Part of ReSpec’s work is about acknowledging that harassing behavior in the video game development world doesn’t exist in a vacuum. The industry is still overwhelmingly male—69 percent of devs identify as cis men—and at times hostile to anyone who doesn’t fit that mold. People drug developers at industry parties; conversations about alcohol's presence and the culture it communicates in professional spaces are a constant. Whisper networks, more powerful than they’ve ever been thanks to online forums, work overtime. It does not matter what size a company is, or even the industry it serves. The MeToo movement existed for over a decade before the allegations against film producer Harvey Weinstein published in The New Yorker and The New York Times in 2017 catalyzed a global reckoning.

“So much of what we heard about from folks was rarely about a single, egregious instance of harassment or abuse or violence,” Lin says. “This is something that they're facing every time they play a game, every job they work at—it was everywhere.”

Harassment rarely impacts only those directly involved. It is a pernicious act, one that can ripple out and inform work culture. It can drive people out of industries they work in, or discourage others from joining at all.

In the last few years alone, games industry powerhouses such as Riot , Activision Blizzard , and Ubisoft have been the subject of allegations of workplace harassment and abuse. However it’s labeled—as a callout, a cancellation—bringing attention to abusive individuals is part of a greater push for justice and accountability. Victims have used social media spaces like X to tell their stories in their own words. It is an imperfect system, one that opens survivors up to widespread abuse online and off, that many turn to when they feel they have no other options.

“If you think about some of the other mechanisms that the legal system provides, they don't necessarily provide the kind of remedies that people might want,” says Jennifer Robbennolt, a University of Illinois law professor whose research focuses on integrating psychology into the study of law. Criminal cases deal with fines or prison; the civil system is about monetary damages. “In certain kinds of cases, those outcomes might be appropriate,“ Robbennolt says. “But a lot of times what people who are harmed or people in those communities will want is changed behavior.”

In the criminal system, advocates for restorative justice work with offenders and victims together in an attempt to reconcile. The goal is to move forward, and sometimes reintegrate the perpetrator back into a community or workplace, albeit often in a different role. “In some ways, that's both a benefit and the challenge of restorative justice,” Robbennolt says. “It's a collaborative process that creates room for there to be nuance to the consequences to the harm, and to tailor the solution to that particular circumstance.” However, she adds, it’s important to not minimize “the more severe end of the spectrum.”

Aside from the nature of the harm done, there’s also the matter of how remorseful a perpetrator is—a difference between someone who either cannot or will not admit to wrongdoing and someone who can potentially learn. Not all offenders should be treated the same, even when their behaviors are similar, Robbennolt says.

While other programs may align with restorative justice, Lin says ReSpec’s focus is on a different model known as transformative justice . “Our focus is really working to address the roots of how harm happens,” Lin says. That means examining behavior, history, and practicing new ways to build relationships.

A key element of a program like ReSpec, says Lin, is time. They’re betting on long-term change. “Change that happens overnight can be undone overnight,” they say. “We really believe that this change towards accountability takes years—years of commitment and unlearning and active engagement.”

Getting those outcomes starts with wanting to change, which means showing up.

Here’s where things get tricky: Most people, understandably, do not feel bad for abusers. Nor do they want to support or help someone who’s actively been harmful in their community. What often follows is ostracization.

This was Jonathan’s experience after his abusive actions were brought to light. “It was a very isolating experience,” he says. “It felt like I suddenly went from having a really strong community to having no one.” Paralyzed by his own negative feelings, Jonathan says it took him a long time to “begin moving toward a place of productive emotion.”

There is no one-size-fits-all verdict, punishment, or solution for what to do with abusers, no universal rule or law that can cover it all. There are, at best, degrees to it, a fraught, subjective concept that deems some actions more or less forgivable.

These are difficult conversations to even have. While a request for anonymity may seem at odds with accountability, Jonathan—whose identity WIRED has verified—says his motivations aren’t self-serving. “I'm hypersensitive to the impact that I have on the folks I have harmed,” he says. “I recognize that by speaking out publicly or engaging in this, it can bring up triggering things for them. And I'm at the point where I don't want to risk any further harm.”

Accountability, as ReSpec has found, is a hard road to walk alone. “We've had so many of these conversations: These people want to change but just don't know if that's possible or how,” says Lin. “It really seemed like they were missing some key pieces of understanding to actually change their behavior, move forward, and grow.”

Outing even a single abuser can be difficult enough for victims, who sometimes don’t come forward for a variety of reasons , including safety, legal concerns, and the sheer difficulty of the process. And removing one person does not defeat the culture, systems, or choices that got them there. It doesn’t even always keep those individuals responsible for abuse from just continuing to go do it elsewhere.

Part of ReSpec’s program hinges on community, monthly virtual meetings where people can show up to talk and share their experiences, much like other support groups. It is not restricted to one country or continent; anyone in the program can join, though the program currently only has English speakers. “We mainly just facilitate the space for them to connect with each other and offer guidance around how harassment and abuse happen,” Lin says.

The point is not to enable or dismiss what they’ve done. “That's a really careful balance to strike,” Lin adds. “What you're experiencing matters. We believe in you. What you did was not OK, and if that's something you believe too, we're here to talk through how you might want that to change.”

The group is not a method to connect abusers with their victims, force apologies, or otherwise offer some proof of “rehabilitation” to the greater public. It’s not a formal program, either; there is no six-month plan where everybody gets a badge at the end.

Lin understands that to some, ReSpec’s mission may seem contradictory or even controversial: a survivor-centered hotline that shifted to support abusers. They consider it the same sort of community work that focuses on violence prevention. ReSpec hasn’t outright turned anyone away, but the act of opting into its community still requires effort on the behalf of whoever shows up. Since starting, the nonprofit has held 25 group sessions. Lin says that, between them and their cofacilitator Carl Murray Olsen, they’ve held 57 one-on-one meetings.

Jonathan previously knew Lin from gaming circles, and they initially approached him about ReSpec around the time it launched. He’s been working with the program since, yet feels his goals will be lifelong. “It's a really hard thing,” he says. “It's not something that you can just pay lip service to. You have to put in the hard work to truly understand yourself, understand your actions, understand your motivations, understand how you came to a place where your behaviors don't align with your values, and truly reconcile to the point where you can evolve beyond that.“

He doesn’t have a strong idea of who should be able to return to work in the space, or what that could mean. “I think it's more about doing the hard work on yourself to improve,” he says. Harm is not just about someone’s actions, but how people continue to show up in the spaces where they’ve caused damage. “It's not worth it for you to potentially harm those people again by being in a similar space or by being vocal,” he says. “I think that's part of owning your actions and holding yourself accountable for the things that you've done. You have to accept those consequences.”

ReSpec is not a gold star to stick on a resume, nor a guarantee for change. It is a step in the process to make the games industry safer. “I've heard so many survivors say, ‘I just don't want this person to hurt anyone else,’” Lin says. It’s one reason why they believe survivors choose to come forward or write callouts. But for what follows after—education, explanation, all the work people ask survivors to do—“we are hoping to offload some of that work,” Lin says. “No survivors should be asked to have to explain patiently.”

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Supreme Court Rejects Trump-Era Ban on Gun Bump Stocks

The devices allow semiautomatic guns to fire more rapidly. They were banned after one of the deadliest mass shootings in modern U.S. history, at a Las Vegas concert in 2017.

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A man holding an AR-15 rifle with a bump stock attachment.

By Abbie VanSickle

Reporting from Washington

The Supreme Court on Friday struck down a ban on bump stocks, which enable semiautomatic rifles to fire at speeds rivaling those of machine guns, erasing one of the government’s rare firearm regulations to result from a mass shooting.

The decision , by a vote of 6 to 3, split along ideological lines. Justice Clarence Thomas, writing for the majority, said that the Bureau of Alcohol, Tobacco, Firearms and Explosives had exceeded its power when it prohibited the device by issuing a rule that classified bump stocks as machine guns.

“We hold that a semiautomatic rifle equipped with a bump stock is not a ‘machine gun’ because it cannot fire more than one shot ‘by a single function of the trigger,’” Justice Thomas wrote. His opinion included several diagrams of the firing mechanism, and he described in technical detail the internal workings of a firearm to show how a bump stock works.

The Trump administration enacted the ban after a gunman opened fire at a Las Vegas concert in 2017, one of the deadliest massacres in modern American history.

The decision was a forceful rejection of one of the government’s few steps to address gun violence, particularly as legislative efforts have stalled in Congress. It also highlighted the deep divisions on the court as the country continues to grapple with mass shootings.

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Home — Essay Samples — Business — Safety — Imperative Gun Control: Reducing Violence and Enhancing Safety

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Imperative Gun Control: Reducing Violence and Enhancing Safety

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Published: Jun 13, 2024

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The prevalence of gun violence, evaluating current legislation, the societal implications.

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  1. Why Violent Video Games Should Not Be Banned

    The essay is an argumentative one; violent games should not be banned. Recently there has been an endless and fierce debate on whether or not to banned violent video games. For instance, the countries that constitute the European Union are planning to ban some of the European games.

  2. Pro and Con: Violent Video Games

    Studies claiming a causal link between video game violence and real life violence are flawed. This article was published on June 8, 2021, at Britannica's ProCon.org, a nonpartisan issue-information source. Some blame violent video games for school shootings, increases in bullying, and violence towards women, arguing that the games desensitize ...

  3. Analysis: Why it's time to stop blaming video games for real-world violence

    In a 2015 meta-analysis, I examined 101 studies on the subject and found that violent video games had little impact on kids' aggression, mood, helping behavior or grades.

  4. Video Games Should Be Banned: [Essay Example], 759 words

    The detrimental effects of video games on cognitive development have been a subject of much debate in recent years. Studies have shown that excessive gaming can lead to decreased attention spans, poor memory retention, and difficulties with problem-solving skills. For example, a study published in the Journal of Psychiatric Research found that ...

  5. Violent Video Games Should Be Banned Essay

    Pioneering ideas 2010). This essay will discussed by two reasons for violent video game should be banned and two reasons against that violent video games are benefit for society. Firstly, violent video game have positive points which may help children develop problem---solving skills. Besides, video game are very useful contribution to society ...

  6. Essay on Banning Violent Video Games

    500 Words Essay on Banning Violent Video Games Introduction. The debate on whether violent video games should be banned has been a topic of intense discussion among policymakers, psychologists, and the general public. The critical concern is the potential influence these games could have on the behavior of players, especially young people.

  7. Should Violent Video Games Be Banned

    Ultimately, the debate over whether or not to ban violent video games is an important conversation that requires careful consideration of all perspectives. By weighing the potential consequences of a ban against the need to address concerns about the impact of violent video games, we can work towards solutions that prioritize the well-being of players and society as a whole.

  8. Violent videogames should worry us (but shouldn't be banned)

    Anderson's findings were quite clear. There is reliable evidence that a long-term diet of violent game playing leads to an increase in real-life aggression. The size of the effects noted in ...

  9. (PDF) Should Violent Video-Games Be Banned?

    Pranshu Paul. With the recent spurt of highly publicised killings, the debate about violence and video games has again taken the spotlight. Many stakeholders and institutions believe that playing violent video games is morally and ethically objectionable as it leads to contribution and promotion of violence. In this essay I would be looking at ...

  10. Do Video Games Cause Violence? 9 Pros and Cons

    The global video game industry was worth contributing $159.3 billion in 2020, a 9.3% increase of 9.3% from 2019. Violent video games have been blamed for school shootings, increases in bullying, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children ...

  11. Should Violent Video Game Be Banned

    Place an order. Although there are strong reasons for those who want violent video games to be banned, there are reasons it should not. A suggestion was given by Bissell, 2008 state that violent video games can help people to relieve their stress, especially to those with high temperatures. When people engage in video game and shootout with an ...

  12. Violent video games should be banned

    In this essay, I will argue that violent video games should be banned. Firstly, research has shown that exposure to violent video games can lead to an increase in aggression. Studies have found that individuals who play violent video games exhibit more aggressive behavior, including verbal aggression, physical aggression, and hostility, than ...

  13. Should Violent Video Games Be Ban? Essay

    The 14th Amendment means, that no State has the right to prohibit a person to stop playing violent video games or ban a person to do so. Violent video games already are labeled with a rating system that lets parents decide what games their children can purchase and play. It is true, Violent video games make people act it out in real life.

  14. Violent Video Games Should Be Banned for Minors

    This essay will argue that violent video games should be restricted material to people aged over 18, access should be banned from minors and appropriate classification levels and training should be regulated within stores of sale. Some individuals object to this as they believe it will promote and improve a child's understanding of computer ...

  15. ⇉Violent Video Games Should Be Banned Essay Example

    In conclusion, violent games should be banned as it results in concomitant rise in violence and aggression and reduces pro social attitude. Children associate violence with enjoyment and normalize this behavior in the environment. These gaming activities have more negative effects than positive ones. Immense numbers of children playing video ...

  16. Speech on Should Violent Video Games Be Banned?

    Violent video games such as Resident Evil, The Witcher, and Bioshock likewise suggest a correlation between video games and increased violent behaviour among children. The gaming disorder hinders them from understanding and regulating human emotions and results in aggression, depression, and an anxious state. 2. Protecting Vulnerable Audiences.

  17. Should Video Games Be Banned Persuasive Essay Example

    Violent Video Games Should Be Banned Argumentative Essay. The government has taken interest in this since many people believe that the role of the government is to protect society and its citizens from damaging society as a whole. However, it would be wrong for the government to take steps in censoring violent video games since it is something ...

  18. Essay On Video Games Should Be Banned

    761 Words4 Pages. Many of individuals trust that violent video games should be banned by stating that video games can affect people in a negative way. A few even claim that the violence within the game can make individuals carry out violent acts. People should come to an understanding that video games take place in an alternate universe ...

  19. Video Games Thesis Statement: [Essay Example], 658 words

    A review published in the American Psychologist highlighted the potential of video games to provide cognitive and emotional benefits, particularly in the realm of mental health. This suggests that video games can have a constructive impact on individuals' well-being, challenging the prevailing narrative of their negative influence.

  20. Negative Video Games: Research Paper Sample

    Different scholars have argued about the negative and positive effects of playing video games among children. This research paper will discuss the various effects that playing video games have on children. They impact children's lives socially and they increase violence among children (Sherry, 2001).

  21. It's time to end the debate about video games and violence

    But, speaking as a researcher who has studied violent video games for almost 15 years, I can state that there is no evidence to support these claims that violent media and real-world violence are ...

  22. Violent video games should be banned

    #essay #VideoGameBan #BanViolentGames #GamingDebate Violent video games should be banned | Video Games advantages and disadvantages | Persuasive Essay ╔═╦╗╔╦...

  23. 120+ Fascinating Essay Topics for High School Students

    Persuasive essays are similar to argumentative, but they rely less on facts and more on emotion to sway the reader. It's important to know your audience, so you can anticipate any counterarguments they might make and try to overcome them. Try these topics to persuade someone to come around to your point of view. (Discover 60 more intriguing ...

  24. Persuasive Essay on Cyber Bullying

    'Why Violent Video Games Shouldn't Be Banned'? Get original essay. ... Persuasive essays on cyber bullying can advocate for the implementation of these programs and encourage schools to prioritize the well-being of their students. Keep in mind: This is only a sample.

  25. When a Video Game Developer Gets Outed as Abusive, What Happens ...

    Jonathan's actions were irrefutable: Over the course of nearly a decade, while working at a video game developer, he sexually assaulted industry colleagues. One victim came forward, posting ...

  26. Persuasive Paper on The Death Penalty

    This essay will explore the various aspects of the death penalty and argue that it should be abolished. By examining the flaws in its implementation, the risk of executing innocent individuals, and its failure to deter crime, this essay will demonstrate that the death penalty is an ineffective and unjust form of punishment.

  27. The Bump Stock Ban Stemmed From a Horrific Mass Shooting

    The ban on bump stocks overturned by the Supreme Court on Friday was a rarity in an era of deep division over gun violence: a restriction that won support from Democrats, Republicans and even the ...

  28. Animal Testing Persuasive Sample: [Essay Example], 761 words

    In conclusion, animal testing persuasive essays provide a comprehensive analysis of the ethical concerns, scientific limitations, and alternative methods associated with animal experimentation. By presenting evidence and analysis, these essays highlight the need to abolish animal testing and embrace more humane and effective research techniques.

  29. Supreme Court Rejects Trump-Era Ban on Gun Bump Stocks

    The Supreme Court on Friday struck down a ban on bump stocks enacted by the Trump administration after a deadly mass shooting in Las Vegas in 2017.

  30. Imperative Gun Control: Reducing Violence and Enhancing Safety: [Essay

    The Prevalence of Gun Violence. Gun violence in the United States is a pervasive issue, with statistics painting a grim picture. According to the Centers for Disease Control and Prevention (CDC), in 2020 alone, over 45,000 people died from gun-related injuries, encompassing homicides, suicides, and accidental shootings.