"Life is a video game. No matter how good you get, you are always zapped in the end" ("Video Game Quotes" 1). Over time researchers, psychiatrists, and parents have often wondered how damaging violent video games can be to the youth in society. This is an important matter to people with children in their personal lives or work environment. These games have become a large risk factor for aggressive behavior in children. Researchers have been saying that video games do affect adults as well; however, they have even more effect on younger brains in early development. Video games have negative effects on childrens' behavior. Some effects that video games have are reduced academic performance, aggression, obesity, and emotional disorder....show more content...
"High–school students who report spending more time playing video games or who report spending more money on video games had poorer grades in English classes" (Gentile, Lynch, Linder, Walsh 2). All young minds that play video games longer than the average time start to show a poor performance in school. These children start to think more about the video games they are watching and playing every day, rather than doing their homework and studying for tests.
Aggression
"Recent contents analyses of video games show that many as 89% of games contain some violent contents" (Gentile, Lynch, Linder, Walsh 3). More than half of video games being sold around the world contain some form of violence. All of the violence involved in the video games being played by children is a pattern leading to aggression. Aggression can be caused by many things; however, violent video games are the main cause of aggression in young adults. "If a child began playing violent video games at a young age, then he might think that violence in real life is the same as the game violence and that it doesn't have a real impact on others" (Gilad, Alto 1). Thinking that violence in the virtual world is the same as in the real world is the first step to showing aggression. Aggression in children caused by video games is the biggest effect parents and researchers worry about. Violent video games teach children that shooting and killing people are
Violent Video Games
Violence in video games lead to violent outbreaks and bad behaviour in real life, many people believe so. Are these violent video games moulding and fuelling today's generation of young minds to a more violent side, forgetting the idea that these games are solely for entertainment purposes. Many studies have taken place surrounding this idea, giving valid points to both sides of the topic.
Video games are extremely popular all over the world, connecting people through the internet allowing them to interact with one another through a cyber–portal for entertainment, with varying genres of games from card games, first person shooter's, racing or even 3D strategy games. These games connect millions of people all around the world, gamers spending countless hours glued to screens looking at a bunch of pixels. These games are evolving every year, as technology gets better so do the games, with more realistic graphics, sound effects and scenarios. So with this, the violent games are also becoming far more realistic, violent and aggressive. Are these prolonged hours spent playing these games damaging these people's minds? Many of the violent war games being released today have age restrictions on them, R16 or R18 warning people of the violent content the game has, however this does not stop underage people getting their hands on them.
In the article "Video games and youth violence: A prospective Analysis in Adolescents" written by Christopher J Ferguson, it quotes "The
Persuasive Essay On Video Games And Violence
Video Games and Violence In today's world, one of the big topics is whether video games cause violence. I strongly believe that it isn't the case. Having been an avid gamer for most of my life and knowing thousands more, I have seen first–hand video games do not cause violence. I know you don't want to just take my word for it, so I will show you through others as well.
Video games in their entirety do not cause violence. When you look at the games that are out now, most depict events in life past or present. Others go on a fairy tale ride that most people can discern the difference. One of the biggest games of all time that go on the fairy tale ride is Grand Theft Auto. GTA has been one of the best–selling and most controversial games ever made Kids from all ages play it with many adults advocating for its ban. I have played and enjoyed this game myself over the years with friends and random people on the internet. Everyone that I have come across can always discern the difference between the game and real life. The game itself has a beginning, middle, and end. The main goal is to get to the end. Sure, you have to do some questionable things along the way but at the end of the day there has been no proof to link this game to the real–world violence and crimes. A study was preformed and written on called Grand Theft Childhood. In this study/book it states that "They found a correlation between boys playing Mature–rated games and certain aggressive acts and other
Essay on Violent Video Games Cause Violence?
Bloodshed and aggression is everywhere; in magazines, in the shops, on the TV, on websites like YouTube as well as in video games. Yet, why is it that those video games are assumed to be the biggest media source responsible for the violent outbursts of different individuals? Is this really the case? Every eight out of ten homes in the United Kingdom own a existing generation games console and video games have become a extraordinary source of education when helping kids to learn, such websites like educationcity.com or the VTech Learning System that teach kids literacy, numeracy and the sciences through their games. However, it seems an American politician called Joe Biden deemed that violent video games should be taxed just because some...show more content...
If there were no violent video games, would it just be that people turn to other entertainment mediums such as movies and still cause these brutal outbursts. They are a runaway train heading on a course of utter brutality and destruction. A study was published in the United States showing that only 12% of people in a school of misbehaved pupils causing or taking part in aggressive behaviour had an interest in violent video games while 37% "exhibited an interest in their own writings, such as poems, essays or journal entries". In addition to this, the idea of using different media sources as a scapegoat is not new. In the 1950's comic books were blamed for violence and that was verified not to be the case. So it is the same story just a different media getting blamed.
However, a study was done by the Ohio State University recently to see if playing brutal video games makes you more aggressive and in turn more violent . One of these groups of test subjects would play non–violent games such as S3K Superbike, Dirt 2 and Pure and at the same time another group would be playing the deemed to be violent video games such as Condemned 2, Call of Duty 4 and The Club. After they had played these games for 20 minuets they were asked to write an ending for a random story. For example, a driver crashed into the main characters car and they had to decide what happened next. This happened for a few days before they were asked to play, what they believed
Violent Video Games Research Paper
From a young age some of us begin to play video games. Violent video games can share the bad and the good. Yet, their problems outweigh the benefits such as being influenced, having nightmares , and becoming addicting. As young people begin to play violent video games they become influenced. M rated games are exposed with profanity because these games are expected to be played by the ages 17 and up. Younger boys realize what words are considered inappropriate and feel the need to say it around their friends without knowing the meaning of those harsh words. Moreover, they are influenced with violence. Shooting games seem to be fun to younger players because their characters could always be revived. They do not realize that people who are shot cannot be revived. It becomes troublesome for them to understand that pretending to point guns at people offends strangers and creates negative attention. My 6 year old brother loves pretending to point guns at people because he would see my other brother play shooting games and think nothing of it. My grandmother doesn't appreciate this kind of behavior because it's no game. Therefore, we had to lecture him that shooting people is not funny, rather a criminal act....show more content...
This started to increase nightmares for my brother because he started seeing zombies in his dreams. Abnormal sleeping patterns is affected and affects their life during the day. They won't be able to concentrate in school because they are too tired from staying up all night. Also, since they are so tired their brains don't function well in everyday activities, such as being forgetful. Video games are obviously science fiction, but playing them at a young age is like watching a horror movie. It's scary but interesting at the same time. It has caught your attention to the fullest that you risk to keep your eyes on the
Video Games : Violence And Mental Health Essay
A growing sense of concern about violence in communities across America has prompted many people to step back and evaluate the causes of this violence. Although there seem to be many contributing factors, one that is repeatedly highlighted is the depiction of violence in the media. A substantial amount of research has been done on certain forms of media, especially television and video games, while other forms have been almost completely neglected. In this paper, I will attempt to extend the implications of this research to theater, which has a long history of simulating violence. This is an important connection to investigate, as theaters still draw an impressive number of patrons and play an important role in the economy. In order for theater companies to make informed decisions about what plays to put on, and for parents to make wise decisions about what shows their children should attend, it is necessary to understand the complex relationship between simulated violence and mental health. It is reasonable to draw connections between television, movies, video games, and theater because they are all closely related in the material they present and in the methods with which they present it. For instance, all of these formats rely heavily on visual representations to convey their message. The actions of actors on a stage or on a screen are imperative to our understanding of a storyline. We do not simply listen to a performance of a play, we see it. Similarly, most video
Persuasive Essay On Violent Video Games
The video game industry is incredibly large in scale, often become neck–to–neck with the movie industry. Almost every American has some experience whether it was on a personal computer (PC), a home video game console or games on a mobile device. Violent video games have been under fire for about a decade and a half for tragedies that have been tied back to the violent video games. The root of the debate has came from home video game consoles and PC as violent games that depict gore and shooting fictional characters. New games that depict similar content get released for consumers every year. The tragedies that result from the believed influence have led to outcries for banned violent video games. Prior to the year 1999, there was virtually no outcry for a ban on violent video games. However that quickly changed in April 20, 1999 with the Columbine Massacre. On this day Dylan Klebold and Eric Harris went on a shooting spree that killed 12 students, a teacher and wounded 20 students. In the investigation of the shooting, it was discovered that the shooters were heavily playing DOOM on their PC. DOOM is a first person shooter and it was believed that the games helped the students practice for their tragedy. The discovery became the catalyst for heated discussion on whether violent video games should be banned from the market. The shootings that occurred years after Columbine have been continually blamed on violent video games if it was discover the shooter played violent
Many times, I have walked into a room watching children play video games, but not just any video game, but specifically violent video games. In which they feature endless shooting, blood and gore splattering the screens, drugs, sexual violence towards women, criminal behavior, and obscene language. According to the Education Week Magazine, "Two–thirds of all households in the US have at least one video gamer, and 97% of kids ages 2–17 are already playing video games, with an average of over 11 hours a week." Some of the most popular violent video games today include, Grand Theft Auto and Call of Duty. Children who frequently play violent video games are more likely to become passive aggressive and view violence as a solution to problems; therefore, young children should not be allowed to play violent video games.
In our society today, video games are designed so well and made so realistically. The creators make them feel, sound, and look like a real life situation. For example Grand Theft Auto, is designed to give you the freedom to do illegal activities in a city without consequences and the worst part is you get rewarded for this unacceptable behavior. Forbes Magazine explains Grand Theft Auto,"We can drive through stop lights, mow over civilians, crash and die and start over, get in ridiculous gunfights and still walk away on two feet. Or even just go shopping, or play golf, or hunt. We are given a vast canvas of possibilities, and the freedom to pretend to break bad in
Violent Video Games
Video games have been around for over fifty years and have become quite popular over the past four decades. In fact, they are so popular that a certain subset of them have recently come into scrutiny and are a topic of hot debate. This subset contains video games that are violent in nature, which, many people loathe. Those people try to use many fallacious tactics to persuade others to join their cause. Take the article 'Violent Video Games Can Desensitize Players and Increase Aggression' for example, firstly it hooks an audience with its hasty generalization that violent video games create mass murderers, secondly it uses cum hoc ergo propter hoc to provide evidence that video games contribute to and enforce desensitization and aggression, and thirdly it uses appeals to anonymous authorities to provide accreditation for the content it discusses. The article is written by Dr. George Drinka, who resides in Portland, Oregon, has been a psychiatrist for over twenty years. He went to medical school at Johns Hopkins and completed his psychiatry residency at Yale. He specializes in child, adolescent, and general psychiatry. With his knowledge and background, he has gone on to write for the Journal of the American Psychoanalytic Association and the New York Times. In the article he uses the Sandy Hook Elementary School shooter, Adam Lanza, as an intermediary to talk about violent video games and the consequences that come with playing them. Dr. Drinka goes on to talk about how
In the more recent times it seems as if America's youth is becoming more violent. Concern for those aspects in our society which influence violent acts has become an issue since the tragedy at Columbine High School on April 20, 1999. Many feel one aspect of today's society affecting our nation's youth in a negative manner is video games. Is this form of entertainment really a factor in teen violence? I think not. We should blame the parents for teen violence, not video games.
John Holts article, "Kinds of Discipline" states that the youth watch very carefully what people around them are doing and want to do the same. The example of these grownups is contagious (490). Now days the media makes it seem like it's...show more content...
These games are first person. The player sees through the eyes of the electronic eyes of their character, seeing only their own weapon and whatever is in front of them. The game boards are also set up to resemble hospitals, and often areas that are quite similar to school hallways.One must account for the fact that many of the weapons used are those of the sort that do not exist or are only seen in movies. Laser guns and triple barreled grenade launchers are not lifelike and are even less lifelike when used against four–armed monsters.
Ken Schroeder's 1997 article, "Halving Fun" showed that when confronted with questions concerning the appeal of these games many will say that they enjoy doing things that they "could never do in real life." In fact, a ten–year–old girl was quoted to say, "a video game with someone smashing a guy's head in is not going to make the kid go out and smash their friend's head in (73)." So whether or not they are desensitized to the violence does not necessarily make them more prone to it.
In the article, "Video Violence: Where does the Buck Stop," Deborah Enders explained that video games are also rated for violence. These ratings do not prevent a kid from buying a violent video game though (27–28). This however could also be the parents' fault. For most kids it is difficult to come up with the money to buy titles for fifty plus dollars. If parents are giving their kids the money to buy these
Violent Video Games
Since the first iteration of the Nintendo game console, video games have become integral part of our entertainment experience. In the last 20 years the improvements in video technology has only bolstered the appeal of video games, making them one of the top forms of entertainment for all ages and genders. The amount of people playing video games continues to rise at an alarming rate. Video games are a great way to alleviate stress, they allow you to relax, escape from reality and just decompress from life.
Violent video games desensitize players, glorify violence, smoking, drinking, illicit drug abuse, and perpetuate violence toward women. Another concern is that they promote a gangster lifestyle in society. Violent video games play to our more carnal behaviors, while allowing us to engage in immoral and unethical experiences in a virtual world. Video game creators argue that responsibility falls on the consumer and their ability to choose whether or not to purchase violent video games. The creators are faced with a dilemma regarding the questionable game simulations and the ethical responsibility they have as producers, and the possible impact these games may or may not have on their audience. Using Reynolds' Seven–Step Ethical Decision–Making Approach I will attempt to come to an ethically balanced conclusion.
The Facts
Playing video games may increase aggressive behavior if violent acts are continually repeated during video game play. Repetition is an effective
A Rhetorical Analysis Of Violent Video Games
In our time period there is currently a battle that is happening,one that many people do not know of,and the enemy is; Video games.Violent video games are currently in the possession of millions of children, and these games are having a bad influence on them. Most people do not know this and do not know that the consequence could be dire. In the article "Violent video games are hurtful to our children" the author,Blagojevich Rod, says that we are currently engaged in a battle for the minds and souls of our children. That these violent video games are leading the children down the wrong path and have to be stopped.Rod uses violent diction and rhetorical appeals to get parents to intervene with children playing violent video games because while, these violent video games give children a misconception of moral value, video game manufactures turn a blind eye to this and make a profit and that has to stop. Rod argues, through his use of violent diction and ethos, that violent video games creates an erroneous of what is right and wrong. Millions of children these days have in their possession games that simulate violent...show more content...
Children seeing and being exposed to these violent actions committed on video games are more likely to be influenced by them and make wrong decision. These video games are giving children the misunderstanding that these actions are legally.Parents should intervene as much as possible to prevent their children from being influenced by these violent actions and letting these games take their children down the wrong path.Furthermore Rod also uses ethos to further persuade the reader in why they need to intervene.He talks about that
Violent Video Games Should Be Banned Essay
In contemporary society, the technology of violent video game become more and more advanced. The effects of media violence on video games has been increasing in people's daily life. It is still be an issue and have a lot of debate on whether or not violent video games should be banned. In this essay, violent video games can be defined by
RWJF Blog Team as those video game which represent violence as the best or only way to resolve conflict.( Pioneering ideas 2010). This essay will discussed by two reasons for violent video game should be banned and two reasons against that violent video games are benefit for society. Firstly, violent video game have positive points which may help children develop problem–––solving skills. Besides, video game are very useful contribution to society––– especially the violent ones. However, violent video game also have the negative part. One of the original purposes reason about why it should be banned is violence may change the violent video game player's brain function. Another reason to support violent video game should be banned is it brings a lot of dangerous to the individuals.
Firstly, playing video games which involving violence, may boost children's learning. Include health and social skills. Basically,violent video game particularly improve a player's thinking skills and arouse
creativity. According to a review of research on the positive effects of video game,published by the American Psychological
Violence in Video Games Essay examples
Violence in Video Games
My friend Aaron rocked me with an unsuspecting blow to the stomach. "Oww, what was that for?!?" I asked him in shock. "You stole my kill," he responded. We were playing the very violent, very bloody, very popular shoot 'em up video game, Halo for the XBOX. Aaron was always a nice, well–mannered, and generally friendly person, until we met in the video game arena. It was almost as if he was a completely changed person once the game was popped into the XBOX disk drive.
Psychological Science journal has concluded "that violent video games increase aggressive behavior in children and young adults." The review goes on to say "Analyses also reveal that exposure to violent video games increases...show more content...
The bloodiness began with Moral Kombat, a second rate fighting game first introduced in the early 1990's on the Sega Genesis was the catalyst for video game violence today. Blood is spewed on every punch, kick, and blow that is thrown in Mortal Kombat. The game doesn't just consist of a horrendous amount of blood, but it also contains extremely horrifying finishing moves known as fatalities. These fatalities are especially sick and gruesome. After winning a fight with Kano, a character from the game, he would raise his hand and savagely pull out the heart of his defeated opponent, and as the other character slumped to the ground, Kano would raise the beating heart into the air as if it were a gold trophy.
I high–tail it in my sleek, stolen, sports car, as countless cops and FBI agents pursue me in a grueling high speed chase. It all started when I blew up a night club owned by a rival gang–member with 15 grenades, and 22 rounds from my sub–machine gun. After that I ran into a policeman near the scene, and emptied 29 rounds into his chest with my AK–47. I continue to rampage down the highway furiously looking for an escape route. Hopefully I'll be able to get away so I can finish my mission towards beating the game. This describes one of many actual scenarios in the very violent Grand Theft Auto 3. Other missions include several contract killings, selling of drugs, bank robberies, various sniper
Video games already have a bad reputation when it comes to the teenage generation. The video games that are being released in the past ten years have caused some speculation if they are suitable for kids to play. Some states have even tried getting involved with the issue by banning the distribution of offensive video games to minors. First–person shooting games have increased in popularity, and some experts say it is also increases violent behavior in the adolescents that are playing it. The increase of games that are more realistic, engaging, and increasingly violent will lead to more violent behavior in teenagers in the upcoming years.
All the blame for the current state of teenage violence cannot be placed on video games; they are...show more content...
Some say that video games give them a break from what is happening in their life, and others use video games as entertainment with friends. "It is just as likely that young people with primary, aggressive behavior or antisocial traits preferentially select to play violent video games for recreational purposes" (Porter & Starcevic, 2007). Many adolescents can see it as a way to get rid of their anger and frustration by being able to kill fictional characters. Along with this, studies have shown that with the amount of violence seen, teenagers are more accepting and tolerant of violent behavior (Nowak, Kremar, & Farrar, 2008). The more time that players spend on violent video games, there is a bigger chance that they are going to act violently when provoked. Not only do violent games contribute to the increase of violent actions, but also the profanity that the characters say can increase violent acts (Ivory & Kaestle, 2013). The make up of violent video games is causing aggressive behavior in teenagers, especially because they are the age group that spends the most time playing the games (Anderson, 2011). People are starting to realize what actions can be picked up by playing video games. The state of California tried to help stop the trend of teenagers being influenced by video games, but they were soon shot down.
On October 2, 2005, the State of California enacted a law, which prohibited the sale or rental of violent video games to
Violent Video Games Essay
Violent Video Games
There is much persistent debate throughout culture these days concerning video games. Common questions asked are things like ?Where should the lines be drawn in terms of content? and What audience, if any, is this appropriate for? As lawyers fight, bizarre crimes are blamed on video games, constant studies take place, and technology continues to evolve, the video game world continues to thrive and be extremely profitable. While there is near–constant focus on the supposed ?negatives? of games like simulated killing, drug use, or sex, most people, especially those completely outside of gaming circles, fail to acknowledge that gaming of any kind can possibly have positive effects on players. While increased hand–eye...show more content...
experienced by soldiers in prolonged combat situations. Although the relationship is different, one may be able to perceive the sameness in the general ideas. There is a ratings system that applies to all video games market, designed to keep minors from obtaining games that have been deemed inappropriate. There are six different ratings, ranging from EC (early childhood) to AO (adults only). In between are, ranging in terms of least violent to more violent, E (Everyone), E10+ (Everyone 10 and older), T (Teen), and M (Mature) (Game Ratings par. 3–6). Although the intent of the game ratings system is clear, its effectiveness is usually in question. Aside from lucid guidelines, it is still difficult to get results. Who is to govern the people once the game is in their hands? For instance, take a kid who is ?of age? buying a game rated M, then passing it down to his younger friends or siblings once he is finished playing it? The ratings system seems to be ?one of those things? with the right intention that yields ineffective results. The system does, however, require retailers to check ID?s to assure proper coincidence with the ratings. It is left to the retailer to follow those rules. I believe that the dilemma of what is appropriate for a game is one that will go on for a long time. There will always be people who disapprove of something and
Violent Video Games Made Me Do It
School shootings years ago in Paducah, Kentucky; Jonesboro, Arkansas; and Littleton Colorado, have raised the question time and time again. Do violent video games have an influence on children and their aggressive behavior? In all three of these brutal shootings, all the shooters were students who habitually played violent video games. The Columbine High School students who murdered thirteen and wounded twenty–three in Littleton before committing suicide after the shooting, enjoyed playing Doom, a bloody and violent video game. One of the shooters made a customized version of Doom: two shooters, unlimited ammunition, extra weapons, and victims who couldn't fight back. This customized version of the game...show more content...
And as for the victims of bullies, Funk says "that because of the fantasy roles that they can take on in a violent video game, victims are appealed to this because they want to change their identity and build self–esteem" (Funk 110). Funk also believes that the age of the child playing the video game can be a reason why they are affected. She says that children that are below the age of 12 are most likely to be affected because that is the age when children begin to find what their morals are and compare their morals to others. She says that violent video games "short circuit" this process. Funk also states that children with impaired emotion regulation are more likely to become addicted to video games. She says that if these types of children are not able to play their games, they experience types of withdrawal, and she gives examples of experiments where children acted out aggressively at not being able to play their games. But none of these points prove that violent video games are directly linked to aggressive behavior.
In contrast, Goldstein focuses on the experiments of mainly children to prove that there is not enough evidence to show that violent video games cause aggressive behavior. Goldstein continues to argue that real aggression cannot be measured in a lab. He says that too many
experiments are inconsistent with their results to come to a conclusion that these games
Essay About Violent Video Games
Did you know that more than half of the 50 top–selling video games contain violence? I've been playing video games since I was six and 5 of my friends and I haven't even been in a physical fight. Violent video games do not make kids violent, because kids can release anger or stress, kids know better they can tell the difference between the real world and fantasy, and crime rates go down as violent video game sales go up. Violent video games don't make kids violent because they allow kids and teens to release anger or stress in a game instead of real life. Journal of Adolescent Health published a study that said "61.9% of boys play video games to help them relax. 47.8% of boys play because it helps them forget problems, and 45.4% said it helps them get their anger out. As this study shows, Boys would rather chill out play a game like Call of Duty with then go beat up a kid or maybe their girlfriend broke up with them they would rather go play a...show more content...
Kids also know better and they can tell the difference between real life and fantasy violence. By the age of 7 children know better and it is scientifically proven that they can tell the difference between real–life and fantasy violence. So they won't do the bad things that people do in violent video games they will know not to. When playing video games you don't even think about the bad things that people do in the game you think of how fun it is. Furthermore, researchers say that the only reason that a kid wouldn't be able to tell the difference is because they have a mental problems. So there is no excuse for the parents that say that violent video games make their kids violent, unless it the kid has mental problem. Research use fake aggression like making someone eat hot sauce to do their experiments which means the experiment is irrelevant. The researchers need to use real world violence like hitting or fighting someone, if they don't the experiment isn't
Video Games Make Children Violent Essay
Introduction Video games have become a staple in the entertainment industry. Families coming from various backgrounds across the world own a video game system. Shooting games such as call of duty have become particularly popular amongst young teenagers. These types of games have led to a very popular debate. The question being do violent video games make children violent? Prosecutor Steven F. Gruel believes that they do cause children to become violent while defense attorney Patricia A. Millett argues that there is not enough evidence to prove this to be true. Summary Gruel believes that violent video games do make children violent. His evidence is that children who are exposed violence experience more aggression than those that are not exposed to violence. He also points out that there is a negative correlation between the hours spent playing violent video games and academic performance. If students do poorly in class, Gruel believes that they are more likely to be violent. He even showcases studies that prove that violent video games lower people's brain functions. Cognitive focus, inhibition, and concentration are all lowered within thirty minutes of playing violent video games. Millett on the other hand, is in strong defense of her claim that there is a weak correlation between violent video games and aggression. She believes that the state is ignoring the fact that there is no correlation between the two. They are banning these video games for minors
Argumentative Essay On Violent Video Games
Call of Duty, Mortal Kombat, Grand Theft Auto, and Doom. Many know these games for their violent nature, stemming from their graphic scenes or gameplay involving shooting or beating up opponents, and these factors have caused these games to stir up quite a bit of controversy. For the last few decades, people have debated the effects of these games on the people who play them. Many believe those who play the games become more aggressive as a result of their violent nature, while others argue that playing the games has no effect on one's behavior. Society should realize that violent video games have, at most, minimal effect on players' behavior. The most extensive argument many have argued toward violent video games affecting one's behavior can simply be described as that many shooters were fans of violent video games before committing the shootings. A common example people making this argument raise are the Columbine shooters, who were big fans of the video game Doom. While many believe that Doom's excessive gore and violence led the two teens to perpetrate the mass shooting, that is not the case. What those who argue against video games fail to realize that those who commit these crimes had a history of other conditions. After many mass shootings, researchers often discovered in autopsies that the suspect had a long history of aggression or mental health problems that gaming was not responsible for. Patrick Markey and Christopher J. Ferguson, writers for US News, wrote