Are Video Games increasing violence?
I have the Burden of Proof in showing that video games increase violence. However, I do not have to prove ALL video games increase violence, just some of them.
Since Con presented no definition, I will set definition.
Violent:using or involving physical force intended to hurt, damage, or kill someone or something.
Good luck to Con
Before I make my speech I would just like to note that correlation does not equal causation for both sides. Also, my case is solely about Violent Video Games (VVG), not any other type.
Contention 1: Alters brain violently
Journal of Experimental Social Psychology shows that "Violent video games desensitize players to real-life violence. It is common for victims in video games to disappear off screen when they are killed or for players to have multiple lives. In a 2005 study, violent video game exposure has been linked to reduced P300 amplitudes in the brain, which is associated with desensitization to violence and increases in aggressive behavior."
"A meta-analysis reported in the journal Psychological Science in 2001 noted several common conclusions among previous video-game studies, notably reports of a "fight or flight" response in children playing video games. Their heart rates and blood pressures increased, and their adrenal glands released adrenaline. Real-life violence triggers the same physiological responses. The analysis concluded that the studies "clearly support the hypothesis that exposure to violent video games poses a public-health threat to children and youths."
Other physical links were revealed in a 2006 study at the Indiana University School of Medicine, this time regarding brain activity. Researchers looked at the brains of 44 kids immediately after they played video games. Half of them played a nonviolent game, and half played a violent game. The brain scans of the violent-game group showed increased activity in the amygdala, which stimulates emotions, and decreased activity in the prefrontal lobe, which regulates inhibition, self-control and concentration. These increases didn't show up on the scans of the nonviolent-game group."
IAs shown by this Contention, VVGs alter the brain to increase aggression and decrease inhibitions, resulting in violent behaviors.
Contention 2: Makes people believe violence is acceptable
"The 2008 study Grand Theft Childhood reported that 60% of middle school boys who played at least one Mature-rated game hit or beat up someone, compared to 39% of boys that did not play Mature-rated games." This study shows direct causation effect between violent video games and violence happening.
Christopher Barlett, Richard Harris, and Callie Bruey, "The Effect of the Amount of Blood in a Violent Video Game on Aggression, Hostility, and Arousal," Journal of Experimental Social Psychology, Oct. 2007
This study found that it takes 5 minutes for aggressive behavior and thoughts to return to normal. The study found that more blood led to much more violence.
Making people, even children believe that violence is an acceptable answer is only the first step in creating a violent society.
Contention 3: Violence against Women
Tracy Dietz, "An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior," Sex Roles, 1998
This study found that 21% of videogames involved violence against women. They found that "Exposure to sexual violence in video games is linked to increases in violence towards women and false attitudes about rape such as that women incite men to rape or that women secretly desire rape."
Specifically, women are targeted and violence towards them increases
Just because violent crime has decreased does not mean that violent video games are causing this. Violent video games increase aggression and violence, however, other cultural factors have lowered violence such as awareness and Internet.
Why does this violence occur? VVGs teach people that violence is an accpetable way to solve conflict. What really makes VVGs worse than say, violent TV? According to Elizabeth Carlll in "Chronicle of Higher Education", "Violent video games require active participation, repetition, and identification with the violent character. "
Tracy Dietz found that "Video games often reward players for simulating violence, and thus enhance the learning of violent behaviors. Studies suggest that when violence is rewarded in video games, players exhibit increased aggressive behavior compared to players of video games where violence is punished." The difference between violent videogames and violent TV is that violent videogames have the player as the killer who gets rewarded for killing.
Therefore an affirmation is necessary.
Observation: As the Pro, I do not have to prove a significant increase in violence. If I can prove on case in which video games increased violence, I win as the resolution says increasing, not increasing significantly.
"In 1997, 16-year-old Evan Ramsey brought a shotgun to his Alaska high school and shot four people, killing two. He played a lot of the sci-fi horror game "Doom," in which you have to shoot a character many times before he dies. Ramsey later explained he was surprised to find that rule did not apply in real life [source: Jaccarino].
Also in 1997, a 14-year-old killed multiple people at his high school in Paducah, Ky. He'd played a lot of "Doom," too, along with the fight-to-the-death game "Mortal Kombat," two favorites of the Columbine teens, as well [source:Jaccarino]. Anders Breivik, who killed 77 people at a summer campin Norway 2011, said he trained for his attack using the war game "Call of Duty," one also favored by Adam Lanza, the shooter at Sandy Hook Elementary[source: Jaccarino]."
TheGoldMustache forfeited this round.
TheGoldMustache forfeited this round.
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