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Does violence in video games contribute to real life violence?

Results so far:

Yes
39% 2383 votes Total: 6183 votes
No
61% 3800 votes

by Sapphire Mason-Brown

Created on: May 26, 2007

Over the years, there have been many cases depicting the way in which many people, mainly children imitate violent media. Many of these case have included violence imitative of video games violence.

In 2004, 14 year old Stefan Pakeerah was beaten and stabbed to death by 17 year old Warren Leblanc. Pakeerah's murder was similar to violence featured in the game; Manhunt. It was no secret that Leblanc was a fan of this particular game, it was satated that this was a game Leblanc was 'obsessed' with. As result of this, the games was taken off the shelves of many stores notably Dixons.

Following the Columbine Massacre, the game, Doom sparked great controversy . It was said that the two perpetrators, Eric Harris and Dylan Klebold were both keen players of the game in question.

These examples are both examples of 'copycat' violence. This this an example of an effects approach, the belief that all people react in the same way to violent media. Copycat violence was explored by Bandrura et al in 1969. The study consisted of showing groups of children real, film and cartoon violence (an adult 'attacking' a self-righting doll). After being mildly frustrated he children were left in a room with a self righting doll of their size. All children regardless of the way in which they saw that violence expressed violence, mainly imitative violence, towards the doll.

There is another effects approach that also believes that violent media, which can include video games violence can passively result in real life violence. Hilda Himmelweit argues for the concept of Desensitization. Violent games may not directly result in violent behavior (although that can occur in the most disturbed), but it can socialize people into accepting violent behavior. This can make people more accustomed to violent behavior and not attempt to prevent it.

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