Friday, May 9, 2014
Sunday, March 23, 2014
Does Violence lead to Violence?
In times of crisis, such as the Columbine Massacre, Connecticut school shooting, or Sandy Hook Elementary shooting, people are fearful and devastated and thus quick to find reasons for these catastrophes. One such reason may be influence from the media. I believe that video games do not lead to or cause violence. In today’s world, people turn to any excuse to blame for violence. With the amount of readily available technology, the American population tends to blame violence in video games for discord in the country. Similar to many assumptions, the belief that video games lead to an increase of violence is false. Most of this incorrect knowledge has been based off of stereotypes.
Many people have a stereotypical view of the everyday “gamer”. Studies have shown that the average video game player is 35 years old and has typically been playing for about 12 years. Out of all of these gamers, forty percent are women (Cause Children). Video games have developed into a massive form of entertainment for players of all ages. For younger video game players, parents are able to set controls on game consoles, allowing them to decide what games their children can and cannot play. This allows parents to monitor their children’s gameplay and to not allow access to anything they may deem inappropriate. To establish safety, ESRB (Entertainment Software Rating Board) created a ratings system based on a game’s content, such as “Everyone”, “Teen”, or “Mature” (ProCon). Later, in 2009, the Federal Trade Commission conducted a survey that discovered that 87 percent of parents were “satisfied with the computer and game ratings” established by ESRB (Cause Children). Video games lie on the same standard as other forms of entertainment, such as movies, music, art, or literature, in that not everything is appropriate for all ages. While people may want to blame violence on video games, they may first want to look at their awareness towards their children’s gaming habits and behavior.
No direct correlation has been made between violence and video games. If violent natures were caused by such games, then there should be a direct relationship between the two. Between 1995 and 2008, the rate of juvenile murders has dropped 71.9% and juvenile violent crimes have dropped 49.3%. During this same time period, the sale of video games have quadrupled (ProCon). Likewise, in the past twenty years, reports of robbery, rape, and murder in the United States have dropped while the increase in home video game devices have increased (Cause Violence). James Twitchell, an English Professor and advertiser, once told the media, “It seems doubtful, from the point of view of the species history, that the human brain, which came of age in the Olduvai Gorge, can be turned to the jungle at such speed simply by watching flickering pixels on a nineteen-inch screen” (Cause Violence). Humans can not simply have a mental break down from playing video games. For example, in Japan, the hub of the video game world, rates of gun-related homicide are two hundred times lower than those in the United States (Cause Violence). In 2005, Japan experienced 73 murders, while the U.S. had 2,279. Video game sales in the United States, per capita, were precisely $5.20 compared to $47 in Japan (ProCon). Despite these statistics, people still turn to video games as something to blame or contribute to the problem of violence.
Many people are against the distribution of violent video games because they believe that the games reward players for violence, thus increasing violent behavior (ProCon). While this may be true, players are aware that they are playing a game. Mentally sound players have the ability to distinguish reality from gaming fantasy, therefore provoking no thoughts of violence in real life. While a video game may dictate the type of violence, it does not cause its occurrence. Without video games, violent-prone youth would still lash out (ProCon). A game controller or device with colorful buttons is much different than using a real weapon on real people. If a crime is committed from someone “acting out a video game”, there are always other unaddressed issues in their lives. In the media, people only hear about the few incidents involving violent actions instead of the thousands of other non-violent gamers. Roger Ebert, a critic and journalist, wrote, “There was a time when books were vilified as the devil’s handiwork. The first radio and motion pictures were a ‘corrupting influence’. Television was deemed to be the death of society. Throughout mankind’s history, each new means of expression has been castigated as the cause of evil in the world” (Cause Violence). Allegedly, people have sought for something to blame for injustice and crime.
Violent video games may seem like an easy way to exploit violence in the United States, yet research has proven time and again that there is no direct correlation between the two. In 2004, the Secret Service conducted a poll that discovered that one-eighth of school-based attackers displayed more interest in violence in their own readings and writings than in video games (ProCon). Similarly, video games may also provide a safe, controlled aggressive outlet for young adults. A study in 2007 showed that 45% of male gamers play video games to help relieve their anger, and 62% claim that it “helps me relax” (ProCon). Society looks to point fingers at anything that may cause violence or a flaw in the American society, but video games have received far too much unjust scrutiny.
People tend to blame violent video games for much of the destruction and violence among children and young adults, but they do not stop to consider the stereotypes they are basing their arguments on. The average gamer is not a pre-teen boy holed up in a dark basement shooting virtual people for hours, but rather, a middle aged person who could be either male or female. Throughout history and from tracking sales, statistics have shown repeatedly that when crime and violence rates increase, video game purchases have dropped, showing no direct relationship between the two. Many worry that video games reward violence, but in actuality, they help players relieve stress in a safe, virtual environment. Those who place all cause for violence on video games are simply looking for something to blame. By taking a step back and looking at the whole picture, society may come to see how close-minded and obsolete their views truly are.
for those who want to see some of my sources or to read more...
Many people have a stereotypical view of the everyday “gamer”. Studies have shown that the average video game player is 35 years old and has typically been playing for about 12 years. Out of all of these gamers, forty percent are women (Cause Children). Video games have developed into a massive form of entertainment for players of all ages. For younger video game players, parents are able to set controls on game consoles, allowing them to decide what games their children can and cannot play. This allows parents to monitor their children’s gameplay and to not allow access to anything they may deem inappropriate. To establish safety, ESRB (Entertainment Software Rating Board) created a ratings system based on a game’s content, such as “Everyone”, “Teen”, or “Mature” (ProCon). Later, in 2009, the Federal Trade Commission conducted a survey that discovered that 87 percent of parents were “satisfied with the computer and game ratings” established by ESRB (Cause Children). Video games lie on the same standard as other forms of entertainment, such as movies, music, art, or literature, in that not everything is appropriate for all ages. While people may want to blame violence on video games, they may first want to look at their awareness towards their children’s gaming habits and behavior.
No direct correlation has been made between violence and video games. If violent natures were caused by such games, then there should be a direct relationship between the two. Between 1995 and 2008, the rate of juvenile murders has dropped 71.9% and juvenile violent crimes have dropped 49.3%. During this same time period, the sale of video games have quadrupled (ProCon). Likewise, in the past twenty years, reports of robbery, rape, and murder in the United States have dropped while the increase in home video game devices have increased (Cause Violence). James Twitchell, an English Professor and advertiser, once told the media, “It seems doubtful, from the point of view of the species history, that the human brain, which came of age in the Olduvai Gorge, can be turned to the jungle at such speed simply by watching flickering pixels on a nineteen-inch screen” (Cause Violence). Humans can not simply have a mental break down from playing video games. For example, in Japan, the hub of the video game world, rates of gun-related homicide are two hundred times lower than those in the United States (Cause Violence). In 2005, Japan experienced 73 murders, while the U.S. had 2,279. Video game sales in the United States, per capita, were precisely $5.20 compared to $47 in Japan (ProCon). Despite these statistics, people still turn to video games as something to blame or contribute to the problem of violence.
Many people are against the distribution of violent video games because they believe that the games reward players for violence, thus increasing violent behavior (ProCon). While this may be true, players are aware that they are playing a game. Mentally sound players have the ability to distinguish reality from gaming fantasy, therefore provoking no thoughts of violence in real life. While a video game may dictate the type of violence, it does not cause its occurrence. Without video games, violent-prone youth would still lash out (ProCon). A game controller or device with colorful buttons is much different than using a real weapon on real people. If a crime is committed from someone “acting out a video game”, there are always other unaddressed issues in their lives. In the media, people only hear about the few incidents involving violent actions instead of the thousands of other non-violent gamers. Roger Ebert, a critic and journalist, wrote, “There was a time when books were vilified as the devil’s handiwork. The first radio and motion pictures were a ‘corrupting influence’. Television was deemed to be the death of society. Throughout mankind’s history, each new means of expression has been castigated as the cause of evil in the world” (Cause Violence). Allegedly, people have sought for something to blame for injustice and crime.
Violent video games may seem like an easy way to exploit violence in the United States, yet research has proven time and again that there is no direct correlation between the two. In 2004, the Secret Service conducted a poll that discovered that one-eighth of school-based attackers displayed more interest in violence in their own readings and writings than in video games (ProCon). Similarly, video games may also provide a safe, controlled aggressive outlet for young adults. A study in 2007 showed that 45% of male gamers play video games to help relieve their anger, and 62% claim that it “helps me relax” (ProCon). Society looks to point fingers at anything that may cause violence or a flaw in the American society, but video games have received far too much unjust scrutiny.
People tend to blame violent video games for much of the destruction and violence among children and young adults, but they do not stop to consider the stereotypes they are basing their arguments on. The average gamer is not a pre-teen boy holed up in a dark basement shooting virtual people for hours, but rather, a middle aged person who could be either male or female. Throughout history and from tracking sales, statistics have shown repeatedly that when crime and violence rates increase, video game purchases have dropped, showing no direct relationship between the two. Many worry that video games reward violence, but in actuality, they help players relieve stress in a safe, virtual environment. Those who place all cause for violence on video games are simply looking for something to blame. By taking a step back and looking at the whole picture, society may come to see how close-minded and obsolete their views truly are.
for those who want to see some of my sources or to read more...
Bernhard,
Nicholas. "Video Games Don't Cause Violence." - Boulder Daily
Camera. DailyCamera, 19 Jan. 2014. Web. 09 Mar. 2014.
Gallagher,
Michael D. "Video Games Don’t Cause Children to Be Violent." US
News. U.S.News & World Report, 10 May 2010. Web. 09 Mar. 2014.
ProCon.org.
"Video Games ProCon.org." ProConorg Headlines. ProConorg, 10
Mar. 2014. Web. 12 Mar. 2014.
Friday, March 7, 2014
How to Survive When the Aliens Attack: A Short Guide
Since I've watched five seasons of The Walking Dead, I like to consider myself a survival expert. Now, I'm not too sure that I'd actually survive if I was put in that situation, but I like to think I have some pretty good ideas.
***
The
aliens are coming. With the amount of uncharted space, this invasion isn’t a
matter of if, but when. Keep in mind: aliens have been
planning their invasion for thousands of years, and humans stand at the
disadvantage of having only moments to react. So in order to balance the odds,
follow these simple steps.
First
off, put together two Alien Survival kits that contain multiple pairs of socks,
an extra pair of shoes, a jacket, a lighter, a tarp, sleeping bag, and cans of
food. One kit goes under the bed in case the invasion occurs while at home, and
the second kit should be placed in a car if fleeing is a must. Next, when the attack
occurs, try not to panic. Whether panicking or not, the aliens will continue to
invade, so there's no point in wasting precious time freaking out. Instead of panicking,
proceed to the closest grocery store and take all of the cans of food,
medicine, and gasoline that you can, and don't worry about paying for it. This
step is imperative because as the aliens take over, food will become more
scarce, so the more nonperishing food available, the better chance of survival.
Do not worry about others, don't try to save anyone, and don’t help anyone; the
less people to feed the higher chance of survival. Now would be the best time
to seek shelter. The aliens will aim for the people running down the middle of
the road screaming, so try to remain as inconspicuous as possible. Keep in
mind, this is not a shelter to hunker down in and wait to die, think of it as a
place to rest and wait for the aliens to complete their initial attack. After the
hysteria dies down, it may be a good time to adventure out and collect more
cans of food. Aim for places that aren’t obvious; head toward the closest
camping store and pick up dehydrated food, water, and other camping gear. Avoid
grocery stores from this point on, this is where most other people will search
for food, resulting in fights over cans of beans and eventually running out of
supplies altogether.
As
time passes, the human race will shrink, and this is the time to start looking
for other groups of people. Pack all necessary items into two bags, one that
you wear under your shirt and the other on your back. This is simply a
precaution; in the event of attack, the heavier backpack could be dropped to
ensure quicker getaway, or if robbed there would still be the smaller backpack
to refer to afterwards. After this step, it is mainly up to the reader to
decide how to proceed. If no sign of life is detected, one could seek shelter
alone and continue to wait out the invasion, which can only result in being
captured or killed, starving or dying of sickness or infection, or living a
lonely life with no hope. The other option includes finding a group of humans.
After assessing the best course of action, option made include, but are not
limited to, attacking the aliens, trying to live peacefully among the aliens,
or creating an underground fort to avoid the aliens and rebuild society. The
key factor in this step is aligning with the correct group of people.
After
deciding to join other people, first look to save any children. These will be
the people who will grow up to hate the alien invaders the most, and will be key
for overthrowing them. Also, align yourself with people who appear to be a part
of a resistance. These people usually carry themselves with a no-nonsense
appearance, as opposed to the humans that cower at the sight of you and turn to
run away. They will not be saving the planet any time soon, and death would be
highly likely if one were to join them. After joining the group that seems to
have the best odds of survival, decide how to strike back.
By
now, the alien invasion has been occurring for several months. Survivors have
noted alien behavior and have kept record of their technology and basic
behaviors, and this is the time to put that knowledge to the test. In this
step, the resistance will be sneaking into the alien stronghold. In order to
accomplish this, assemble a group of people with a variety of skills, such as a
few good fighters, a geek to hack the security system, people to stand lookout,
and the most knowledgeable alien behaviorist. Next, sneak onto the central
alien ship. Usually, this can be accomplished by working through complicated
security and computerized systems, but just in case, make sure the attack party
is armed. After breaking through the main systems and destroying the alien
stronghold either through computer systems or with a large explosive, the other
alien forces will be weakened. By this point, the most difficult task has been
finished, leaving the humans with tons of alien technology to scare off the
rest of the extraterrestrials.
The
final step in this process is to rebuild. Using the leftover alien technology,
reconstruct the planet. Be sure to replant trees and natural habitats before
rebuilding cities and towns. But remember, the only way to achieve this goal is
through preparation. Do not forget to pack alien survival bags beforehand, and
then when the time comes, seek shelter. Restock at a local camping store and
lay low for a short period of time before joining a resistance group. Once you
join the human resistance, take down the aliens, and then focus on rebuilding.
Don’t count the chickens before they’ve hatched, otherwise death is inevitable.
Thursday, February 13, 2014
Schooling Systems
Wednesday, February 12, 2014
Do We Care About Earth?
Or do we just care about our home? If the human race were to leave the planet for something else, would the majority of us feel a moral obligation to continue helping Earth?
Monday, February 10, 2014
Free Will?
The other day, I started really thinking about
free will and the society mankind has created. A good amount of it relies on
people following the rules that have been set up around society, and when these
rules aren’t followed, it causes discord. Yet, this small percentage of the
population has the ability to make a huge impact on the world. They have the
ability to wage war, or to cover a building in graffiti, or to shoot an
innocent person, or something as seemingly small as steeling poor Billy’s lunch
during school. These acts, whether big or small, lie outside of the “norm”
created by society.
Often, I have found, people make big talk about
wanting to be unique and try different things. Then when the opportunity
presents itself, more often than not, we turn it down. Why is this?
Ironically, my English teacher gave my class an
excerpt from Steven Pinker’s book, Blank
Slate, which deals with the battle over the denial of human nature versus
surrounding culture. Pinker believes that humans grow
into themselves through a combination of culture and biology, a combo which
makes a good amount of sense to me.
On one hand, you can’t completely disregard human
nature and genetic makeup. But at the same time, what element in our genes
stops us from getting up in school and leaving for no reason? Or from pulling
the fire alarm, even when there’s no fire? Perhaps our genetic coding has come
to need some sort of orderly culture. Humans do tend to resist change, and by
creating a society with standard rules, our “human nature” is satisfied in the
process.
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