Video Games and Violence
The level of integration of video games into the culture of the youth in the United States could not be clearer. One estimate stated that ninety-seven percent of twelve to seventeen-year-olds played a video game in 2008 (ESA, 2009). These figures suggest that virtually everyone in that specific demographic play video games. The economic result of the demand for video gaming has resulted in over an eleven billion dollar industry (2008) which is continually expanding (ProCon, N.d.). However, many of these games contain graphic violence and sexual content that deemed in appropriate for this demographic.
It is argued that this violence in the digital world can cause a host of negative implications in real life as well. When children are exposed to violence then this can work to desensitize them to the use of violence and violence can even be perceived as an acceptable way to resolve conflicts. The debate then revolves around the protection of children from this content and the role of first amendment rights to free speech and artistic expression. This analysis will look at the debate from both sides before making recommendations as to how the future of the industry should evolve.
Video Game Violence Contributes to Youth Violence
There are many factors that can be cited to illustrate how video gaming can have a detrimental effect on children and adolescents. One is simply the time dedicated to playing the games that can contribute to the obesity epidemic and isolation between friends and family members. Adolescents...
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