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Nathan Pham

Cassandra Wettlaufer
Composition 1
11/17/2016

Pham 1

Do Violent Video Games Really Cause Violence?


Throughout the entire world violence has existed. Violence is believed to exist for
many different reasons. During this generation violent video games are in questioned for
causing aggression and violent behavior. Violent video games are starting to be one of the
causes because it depicts murder, crimes, etc. But in reality violent video games are not
affecting people as much as many think.
This generation has created a lot of innovative things, including new forms of
entertainment. This is where video games come into the picture. Video games for many are
just a form of entertainment. It helps people release stress, and just enjoy themselves. Many
years of creating video games has created new types of video games specifically violent
video games.
People blame violent video games for causing people to do more crimes. But
according to Marcus Schulzke, violent video games have not been contributing to the
increase in crimes (127; vol. 12). People believe violent video games are contributing to
crimes because it has violence in it.
Having violence in video games should not make people believe that this is causing
more crimes. This is not true because violence has been in entertainment in many forms
already such as movies. Another reason is because they believe violent video games cause
people to become more aggressive. According to Wallenius, Punamki, and Rimpel,
Research has shown that development in aggressive behavior is undeniable (326; vol. 36).

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This proves violence in video games does make people more aggressive, but it does
not mean it makes them want to commit crimes or violent acts. In fact violent video games
have been a way for people to relieve the desire to commit crimes. Violent video games for
many are an outlet to release their frustrations.
Many people believe killing people in video games makes people believe killing
people in real life is the same. According to Marcus Schulzke, killing a person in-game is
different than killing a real person because of the psychological connection people create
with their character (129; vol. 12). This basically means people are able to draw a line
between reality and fantasy.
For many violent video game players their avatar is basically another part of them.
They basically do whatever they want in-game to relieve that desire, so in conclusion it
makes them not want to do it in reality. According to Marcus, Players connect to their
avatars and feel that they are an expression of themselves (Schulzke 129).
People also believe that there is a huge similarity between actions done in the real
world and virtual world. They believe that violent video game players will want to act out
the crimes, and killing in the real world because they already experienced it in the virtual
world. This may be true because it is true that a lot of things you can do in-game can be
replicated in the real world, but it does not mean violent video game players want to
commit such acts.
Some violent video game players actually release their frustrations in-game. This in
reality is actually a good thing because if people wanted to commit crimes they can just do

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it in-game and not in the real world. This would technically lead to less crimes being
committed. For many violent video game owners this is a form to just relax, and not worry
about anything in the real world.
In conclusion violent video games should not be blamed for the violence in the
world, but it should be viewed as something that causes less violent acts. Yes some facts are
true such as increases in aggression, and the similarity between actions done in-game to the
real world. But it does not mean people cant tell the difference between reality and fantasy.
Everyone should just look at violent video games as a form of entertainment that helps
many relieve stress, and the desire to create violence in the world.

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Work Cited
Wallenius, Marjut, Raija-Leena Punamki, and Arja Rimpel. Digital Game Playing
And Direct and Indirect Agression in Early Adolescence: The Roles of Age,
Social Intelligence, and Parent-Child Communication. Journal of Youth and
Adolescence, vol. 36, no. 3, 2007., pp. 325336doi:http://dx.doi.org/10.1007/s10964-006-9151-5.

Schulzke, Marcus. Defending the Morality of Violent Video Games. Ethics and
Information Technology, vol. 12, no. 2, 2010., pp.127138doi:http://dx.doi.org/10.1007/s10676-010-9222-x.

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