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Latest campus shootings: Are violent TV, movies and video games to blame?

Results so far:

No
68% 480 votes Total: 709 votes
Yes
32% 229 votes
No

Whenever violent, newsworthy crime suddenly becomes the story of the week, the public is always quick to place blame where it is most convenient. This is done in an effort to rationalize and explain away the terrible atrocities that have been committed. After the Columbine school shootings occured, it was revealed that the gunmen were avid fans of violent video games, movies, and thunderous heavy metal music. Were these really the ingredients that formed the catalyst for such incomprehensible behavior?

It is impossible to determine what effects violent media will have on each member of society, purely because every single human is an altogether different creature. While predictable behavior among the majority of humans can be assessed in areas such as social interaction, sex, happiness and work, it is far less easy to predict the deeper emotions of each person. It was long thought that men with a certain chromosome combination were much more likely to engage in violent behavior than regular men. Further studies have indicated that this is less and less likely. Similarly, the ability to predict that violent media makes people more efficient killing machines is equally as unlikely.

Unfortunate ly, the capacity for violence has been inherent in humans since their earliest beginnings. Subjegation, domination, war and genocide have all been common staples of the human condition down throughout history. Empires have risen by the lash, and have fallen by the weight of the sword and the rifle. Is violent media a contributing factor to our ongoing barbarism? Or is it merely a reflection of our true nature?

There has been no conclusive evidence to link violent behavior to violent media. Studies have shown that it is far more likely for a violent offender to commit said acts through the horror of living in an abusive household with no moral compass or ethics, or a deteriorating mental state. Individuals in a healthy state of mind have a built-in mechanism that makes murder a very difficult thing to perform. When forced to draw a gun, most police officers will do everything in their power to keep from pulling the trigger, even going so far as to express feelings of nausea during the encounter. Wartime soldiers suffer severe psychological trauma from having to kill members of the enemy, and frequently return home in a shattered emotional state. Victims of violent offense who managed to subdue and kill their attackers out of self defense have often expressed guilt, sorrow and regret. By our very nature, we are capable of violent behavior, but that behavior is an instinct that we have learned to differentiate as being wrong unless absolutely necessary.

For one to be influenced by violent media enough to commit violent acts, a certain disconnection with reality is required. Violent movies and video games often opt for hyper-stylized action sequences that are far out of the realm of human possibility. Most video games, for instance, challenge the player with a specific task or goal, such as capturing an enemy's flag, or racking up enough points to win the round. There is no predefined hatred or anger against an opposing side. The player is merely playing a role, caught up in an intricately woven storyline, or a simple game of tag. While it is true that some games like ID Software's "Doom" do dabble in explicitly violent and dark undertones, it is within the realm of a self-contained storyline. Similarly, games like Activision's "Call of Duty: World At War" put the player in the most vivid, realistic re-enactment of World War II possible, in an effort to demonstrate the horrors of war, instead of glamorizing it. It is perfectly logical to conclude that an individual who is ready to imitate the events of a video game has lost touch with reality, and their sanity. In real life, there are no health bars. There are no second chances. There is no ability to restart and try again.

Violent movies have taken on less controversy in recent years, given their detached immersion as opposed to video games. However, violent movies are more prevelent than ever, but still self-contained within their respective storylines. Teen slasher icons like serial killer Jason, or child-killer Freddy Kreuger have all served as bedtime boogymen rather than role models emulated to the point of mass murder. Most action movies contain the same flamboyant sense of style that video games do, opting for super stylized action sequences that are fluid and dance-like in appearance, further escaping reality.

Finally, music has been criticized for its effect on young people, and in this area, the argument does hold water. Music is a much more personal experience versus other media. It speaks directly to the listener, and the lyrics can have a profound effect on personal outlook and behavior. As with anything however, this must be dissected in context. Rap music frequently glamorizes a violent, mysoginist lifestyle where drugs and guns are things to be admired and sought after. Is it any wonder that black youth murder each other in the streets, when they are taught about the glamour and respect of being in a street gang? Rather than tell a story, it tries to make a point. Rivalries between rappers frequently become violent, and more murders have been committed within this genre of music than any other. By contrast, heavy metal music appears to be the most frightening and foreboding of all genres, but most dark and violent imagery is written in a third person context to demonstrate the lethal potential of humankind, while pointing the finger at society's woes. Yet, certain heavy metal bands do glamorize an openly violent and sometimes Satanic way of life, encouraging listeners to engage in unhealthy behavior.

Violent media does not warp or shape the minds of human society to commit brazen and terrible acts. Beyond the fact that there is no scientific evidence, there is simply no logic in the argument. It simply doesn't make sense. Humans are complex creatures, and difficult to predict. We live in an age where large governments and corporations continually put strain and pressure on the common person, fueling anger, resentment and hatred. Wars are being fought across the globe for the sake of political gain, and millions die every year from the atrocities committed in the name of national pride. Families are breaking down left and right. Parents refuse to take responsibility for their own poor choices when raising children, leading to a new generation of unthankful brats who do not possess the social, moral, or ethical skills to live amongst fellow humans. It is these elements that we should be blaming for increasingly violent behavior. However, that would mean that each and every person would have to take a step back and examine themselves, to see if they are the problem. That won't happen. Humans are frightened of the thought that they may be inadequate in some way. It is much easier to blame video games, movies, and music for the woes of society, because it diverts the blame away from themselves. The smart person, in contrast, will recognize the need for self-examination and change. The road to living a good, moral life starts in the home. Those who grew up in bad homes have no excuse, however. Blaming parents for being poor role models is an easy excuse for irresponsible behavior. Society as a whole teaches us what is right and wrong. Our very system of law dictates what is right and wrong. Each and every individual must exercise discipline, self control, and responsibility for his/her own actions. Those who refuse will participate in the same kind of violent behavior we see all the time on the evening news.

In the meantime, we should all take a moment to realize that our actions can drastically alter the lives of those around us. Having a strong moral and ethical character will make you that much stronger and more able to deal with the sometimes diseased human condition.

Learn more about this author, Derek Draven.
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Yes

There are many factors that are contributing to the excessive violence of our youth. While violent video games may not cause school and campus shootings, they undoubtedly contribute to these events. As a society we need to evaluate the contributing factors, and find ways to counteract these factors. Below is a listing of some of the major contributors to school and campus violence.

Violent video games desensitize youth to violence. Youth are easily influenced. When they are exposed to excessive violence these acts are normalized. Studies have shown that boys who witness abuse growing up are twice as likely to abuse their partners then those who did not.

While there are thousands of psychologically unstable individuals in the United States, not all of them commit horrific events. The increase in media attention and the access to excessively violent media further influences mentally unstable individuals, regardless of their age to commit horrific crimes.

The military and police force are using video games to train their personal to enhance their skills, because playing certain games teaches individuals to be precision marksman. This increases the impact of the tragedy, by taking more lives. If the shooter wsd less skilled, he wouldn't be able to kill so many. Because of their precision shooting, there are more casualties.

Guns have become more accessible in our society. Not only have guns become more accessible, but they also allow for more ammunition, increasing the number of people who are hurt or killed.

Star Syndrome With the increased news attention that these crimes receive and the notoriety that the assassins receive individuals who feel rejected by society believe this is an ideal way to gain the respect they feel they deserve.

It seems to me the more relevant issue here isn't what is causing these events, but as a society how do we prevent them. We can spend the next twenty years debating what is causing it, but until we begin addressing some of the contributing factors, we will continue to see these tragedies.

We need to make automatic weapons harder to obtain. In my mind, there is no logical explanation for anyone having access to weapons that aren't made for hunting. Recreational shooting? What is the purpose in that? That is like saying I am into horticulture so I am merely growing marijuana as a hobby, not to use or sell. It is hypocritical! Gun companies want us to be scared of losing our rights, so they don't lose their profits. It's just a continuation of corporate America protecting the almighty dollar over the moral integrity of our country. We let the tobacco companies play this game, the oil companies and now the gun companies. The guilty party is the American people for allowing this game to continue! If we the people want change, we need to step up and make those changes.

Violence has become a form of entertainment. At what level do we draw the line and who decides that line? Video games that reward individuals for raping and robbing? If you find this a form of entertainment, well you certainly don't have the moral integrity to improve the quality of our world.

There are many issues involving our youth today. With the outbreak in psychological disorders such as ADHD, ADD, Autism and other social disorders, we need to find ways to treat and prevent these diseases. In addition we need to enhance programs that reach out to our youth and build their character to prevent them from believing that their voices are not heard. Find ways to prevent them from thinking it is valiant to go out with a bang and take a classroom of their peers with them.

America is better than this. We need to begin to protect our children and our homes, rather than the companies that continue to demoralize us.

Learn more about this author, AngelaCharles.
Contact this writer Click here to send this author comments or questions.

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