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Does violence in video games contribute to real life violence?

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Yes
39% 2382 votes Total: 6178 votes
No
61% 3796 votes

by MaryO

Created on: June 13, 2008   Last Updated: March 16, 2011

What contributes to real life violence is the process of desensitation and detachment. The isolated 'realities' that enter a persons subconscious and mind through repetitive viewing or participation in violent video games can easily translate to acts of violence in real life. Not all participants will act out in violence. The danger is not only in that extreme act but in the subtle wearing of value and compassion for human life. Media in many forms contributes by presenting situations of agression, and violence in both repetative visuals and acts. A viewer or participant who is continously engaged and constantly exposed to repeated scenes involving violence becomes desentisized to the very act of violence and the material being presented. Life and human beings become objectified and acts of violence become less shocking, less replusive and in time acceptable, less and less objectionable, and go beyond tolerance to, in some cases, acting out in similar ways as those in video games or other media.

This may seem a bit of an odd comparison, but in terms of desentation violent media in a passive way, has similar effects as those in military desensitation training. To make a killer one must dehumanize the object, see it as an enemy, regard it as a threat and without emotion or hesitation be ready and able to meet that threat as necessary. Of course in war this is necessary for survival. The problem, in terms of violence and the assimilation of violent images over and over, is not just in the eventual objectification but the curiosity, and what may beome the ease to act in or accept violence against another.

The majority of violent video game players will not act out in the extreme sense of taking a real life or causing physical injury to another. In my opinion that is not the most immediate problem with prolonged exposure to violence in games. The issue I believe is the higher risk is the deterioration of respect for life, ones own and others, and with this the compromise of values. A decline of being shocked or repulsed by violent acts, and in this process the subtle acceptance of such as the norm.

When we become a society that is desensitized to violent acts, and not shocked or surprised by such we begin to tolerate that which at one time would have been intolerable and in some cases unthinkable. This is especially critical with youths who are most vulnerable.

We live in a violent society and witness things daily via the news, tv shows, video games and in 'real life' that not so long ago would have caused great despair and outrage. As a society we have all to some extent experienced a degree of desensitation. Partially out of survival, as we find ways to cope, and in part because of the constant exposure to violence in daily life which sadly has reached the status of normal.

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