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Debate Info

82
55
Responsible Not responsible
Debate Score:137
Arguments:108
Total Votes:152
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 Responsible (60)
 
 Not responsible (43)

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Violent computer games are responsible for aggressive behaviour in teenagers

All 2E2 students are to post 2 comments each. 1. Own Point  with Evidence and Elaboration 2. Agree or disagree with a comment and give reasons

Responsible

Side Score: 82
VS.

Not responsible

Side Score: 55
1 point

Violent video games have been shown to influence violent behavior in teenagers in real life.

This is because violent acts are continually repeated throughout the video game. This method of repetition has long been considered an effective teaching method in reinforcing learning patterns.

In a murder case on August 2008, an eighteen-year old Thai student murdered a 54-year old taxi driver while trying to recreate a scene from the Grand Theft Auto computer game. Polwat Chino, who was said to be an obsessive player of the controversial game, stabbed the taxi driver ten times. 'He said he wanted to find out if it was as easy in real life to rob a taxi as it was in the game,' chief police investigator Veeravit Pipattanasak said.

This clearly shows that violent video games can in fact cause teenagers to perform extremely violent and aggressive acts in real life.

Side: Responsible
NGOjunyi(3) Disputed
1 point

I disagree with my reputable opponent. I would like to enquire on your definition of violent behaviour, as violent behaviour and crime are two different things entirely. The link between violence and crime is not justified

Side: Not responsible
adambft(3) Clarified
1 point

My definition of violence is a physical act that is injurious or destructive. In the incident, the teenager did perform an injurious physical act that eventually resulted in a death. Thus, the teenager did, in fact, perform a violent act.

I do agree that not all crimes are violent such as cheating or pickpocketing. However, in this particular case, violence was clearly performed in the form of an attack and murder.

Side: Responsible
98DesmondAw(4) Disputed
1 point

I would like to humbly and respectfully disagree with the proposition speaker. Firstly, any person who cannot comprehend the fact that violent game themes and plots are completely fictional and has a huge difference to the real world, are themselves mentally unstable. They are treating a game as their second world, a world that is nonexistent in the real world. This means that they already have mental problems differentiating between reality and games even before embarking on the computer game. Secondly, violent computer games cannot be the sole party taking all the blame. Take into account whether the student has self-discipline and can control the time he spends on the computer. It is a human choice, the computer game itself is harmless. I would therefore like to conclude that violent computer games are NOT responsible for aggressive behaviour in teenagers.

Side: Not responsible
Debater345(170) Disputed
1 point

Me and my friends play violent video games . We don't go on shooting rampages . You know how many violent video games are sold per year ? Millions and millions . You know how many people who play said games go on rampages ? 1-3 per year . If violent video games have any effects it is minute . These people are mentally unstable to begin with and they were going to find some excuse for them to play out their sick twisted fantasies . They would find some outlet to push them over the edge , if they didn't play videogames they would find some way to express their true nature

Side: Not responsible
1 point

I agree that violent computer games are responsible for aggressive behaviour in teenagers.

A report on April 23, 2000, from Washington states that, playing violent video games like Doom, Wolfenstein 3D or Mortal Kombat can increase a person's aggressive thoughts, feelings and behavior both in laboratory settings and in actual life, according to two studies appearing in the April issue of the American Psychological Association's (APA) Journal of Personality and Social Psychology. Furthermore, violent video games may be more harmful than violent television and movies because they are interactive, very engrossing and require the player to identify with the aggressor, say the researchers.

"One study reveals that young men who are habitually aggressive may be especially vulnerable to the aggression-enhancing effects of repeated exposure to violent games," said psychologists Craig A. Anderson, Ph.D., and Karen E. Dill, Ph.D. "The other study reveals that even a brief exposure to violent video games can temporarily increase aggressive behavior in all types of participants."The first study involved 227 college students who completed a measure of trait aggressiveness and reported their actual aggressive behaviors (delinquency) in the recent past. They also reported their video game playing habits. "We found that students who reported playing more violent video games in junior and high school engaged in more aggressive behavior," said lead author Anderson, of Iowa State University. "We also found that amount of time spent playing video games in the past was associated with lower academic grades in college."

In the second study, 210 college students played either a violent (Wolfenstein 3D) or nonviolent video game (Myst). A short time later, the students who played the violent video game punished an opponent (received a noise blast with varying intensity) for a longer period of time than did students who had played the nonviolent video game.

"Violent video games provide a forum for learning and practicing aggressive solutions to conflict situations," said Dr. Anderson. "In the short run, playing a violent video game appears to affect aggression by priming aggressive thoughts. Longer-term effects are likely to be longer lasting as well, as the player learns and practices new aggression-related scripts that can become more and more accessible for use when real-life conflict situations arise."

"One major concern is the active nature of the learning environment of the video game," say the authors. "This medium is potentially more dangerous than exposure to violent television and movies, which are known to have substantial effects on aggression and violence."

Article: "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life," Craig A. Anderson, Ph.D., Iowa State University of Science and Technology and Karen E. Dill, Ph.D., Lenoir-Rhyne College, Journal of Personality and Social Psychology, Vol. 78, No. 4.

Reporters: Karen E. Dill, Ph.D., can be reached by telephone at (828) 328-7209

This is citied from The American Psychological Association (APA). They are in Washington, DC, and is the largest scientific and professional organization representing psychology in the United States and is the world's largest association of psychologists. APA's membership includes more than 159,000 researchers, educators, clinicians, consultants and students. Through its divisions in 53 subfields of psychology and affiliations with 59 state, territorial and Canadian provincial associations, APA works to advance psychology as a science, as a profession and as a means of promoting human welfare.

© 2012 American Psychological Association

750 First Street NE, Washington, DC 20002-4242

Telephone: 800-374-2721; 202-336-5500. TDD/TTY: 202-336-6123

Side: Responsible
1 point

I believe that violent computer games are responsible for aggressive behaviour in teenagers.

Recent acts of extreme violence involving teens and associated links to violent video games have led to an increased interest in video game violence. Research suggests that violent video games influence aggressive behavior, aggressive affect, aggressive cognition, and physiological arousal. Anderson and Bushman [Annu. Rev. Psychol. 53 (2002) 27.] have posited a General Aggression Model (GAM) to explain the mechanism behind the link between violent video games and aggressive behavior.

Another study conducted by Gentile, Lynch, Linder & Walsh (2004, p.6) "adolescent girls played video games for an average of 5 hours a week, whereas boys averaged 13 hours a week". The authors also stated that teens who play violent video games for extended periods of time: Tend to be more aggressive AND may engage in fights with their peers. Since violent acts are continually repeated throughout the video game teenagers would feel that it would be normal to behave as such to do it in real life as well. Hence, from these statistics, i conclude that violent computer games are responsible for aggressive behaviour in teenagers.

Side: Responsible
1 point

Yes, I agree that violent video/computer games are responsible for agressive behavior in children and teenagers. Teenagers and children who play violent video/computer games may see  those violent actions as normal actions. This is because, when they play violent video games, they may think that it is "Normal" for them to act that way as the characters they play can act like that, too ignorant to the real world.

Eventually it becomes "normal" in their thinking, as in gangs, and that situation is often brought up in court when young people commit crimes of violence similarly to the violent games that they play. This is because, they can be inspired by it, influenced by it due to the repetition of violent actions in violent video/computer games. They may want to try to do them themselves, as in in real life and not just in the computer games world.

For example, Gentile & Anderson (2003) state that playing video games may increase aggressive behavior because violent acts are continually repeated throughout the video game. This method of repetition has long been considered an effective teaching method in reinforcing learning patterns.

Thus, violent video/computer games are responsible for aggressive behaviour in children and teenagers as they can be affected by it in some ways. 

Side: Responsible
1 point

i agree that violent video games are responsible for aggressive behaviour in teenagers. firstly, i would like to make it clear that my stand on responsible is that it a sort of influence that makes the teenagers have violent thoughts.

Video games are excellent teaching tools because they reward players for engaging in certain types of behavior," study author Dr. Bruce Bartholow, associate professor of psychology at the University of Missouri, said in a written statement. "Unfortunately, in many popular video games, the behavior is violence."

For the study - published in the Journal of Experimental Social Psychology - researchers at the university had 70 young adults play either a violent or nonviolent video game for 25 minutes. After the game, the subjects looked at neutral pictures - like a man on a bike - or violent pictures - like a man with a gun - as the researchers measured their brain wave activity. It turned out that when shown a violent image, those who had played a violent game showed a smaller brain response than those who had played a tamer game. In other words, the violent games desensitized players to violent imagery - and subsequent testing showed that gamers who played violent games like "Killzone" and "Grand Theft Auto" behaved more aggressively against their gaming opponents.

maybe only one or two exposures to these kind of video games may not exactly cause a teenager to become a mass murderer, or else we would be having massacre almost everywhere. however, long term exposure may make long term influences on a teenager's mind that steers them to violent ways of dealing with problems

Side: Responsible
1 point

A new study conducted by Craig Anderson (PhD in Psychology), which analyzes 130 research reports on more than 130,000 subjects worldwide, proves conclusively that exposure to violent video games makes more aggressive, less caring kids, regardless of their age,sex or culture.

Exposure to violent video games is a casual risk factor for increased aggressive thoughts and behaviour and decreased empathy and prosocial behaviour in youths.Computer games have a negative impact on the development of children, especially contributing to aggressive and anti-social behaviour. Playing computer games has a greater negative effect because it involves interactivity which impacts on learning processes of the child.

The impact of computer games are especially influential since the games are highly engaging, children are rewarded by violent behaviour and they repeat this behaviour over and over as they play. Psychologists know that these three methods (active involvement, rewarding and repeating) improve learning. This is linked to a psychological term called "social learning" where a child learns by watching or imitating others, and its a process where a child's behaviour is negatively influenced by the aggressive, violent nature of computer games.

Side: Responsible
Chinchin(3) Disputed
1 point

I would like to humbly disagree with the proposition team. Firstly, although many studies have shown that violent video games makes kids become more aggressive, however, countless of other studies also show that violent movies causes kids to become more aggressive too.

A study by Dartmouth researchers, published in the journal Pediatrics, focuses on 40 movies rated R for violence and shows that these movies have been seen by about 12.5% of American children between the ages of 10 and 14. The study was conducted in 2003 among 6,522 adolescents aged 10-14 and included top box-office movies from 1998 to 2003 that were rated R for violence.

This shows the amount of exposure children of violent movies they had. The study may have been done in 2003, however, since the world has become more reliant on technology, the number of children exposed to violent movies will definitely increase as the years goes by. Thus, i humbly conclude that violent computer games is one of the many factors that causes teenager to be more aggressive however it is not responsible.

thank you.

Side: Not responsible
Chinchin(3) Disputed
1 point

I would like to humbly disagree with the proposition team. Firstly, although many studies have shown that violent video games makes kids become more aggressive, however, countless of other studies also show that violent movies causes kids to become more aggressive too.

A study by Dartmouth researchers, published in the journal Pediatrics, focuses on 40 movies rated R for violence and shows that these movies have been seen by about 12.5% of American children between the ages of 10 and 14. The study was conducted in 2003 among 6,522 adolescents aged 10-14 and included top box-office movies from 1998 to 2003 that were rated R for violence.

This shows the amount of exposure children of violent movies they had. The study may have been done in 2003, however, since the world has become more reliant on technology, the number of children exposed to violent movies will definitely increase as the years goes by. Thus, i humbly conclude that violent computer games is one of the many factors that causes teenager to be more aggressive however it is not responsible.

thank you.

Side: Not responsible
Chinchin(3) Disputed
1 point

I would like to humbly disagree with the proposition team. Firstly, although many studies have shown that violent video games makes kids become more aggressive, however, countless of other studies also show that violent movies causes kids to become more aggressive too.

A study by Dartmouth researchers, published in the journal Pediatrics, focuses on 40 movies rated R for violence and shows that these movies have been seen by about 12.5% of American children between the ages of 10 and 14. The study was conducted in 2003 among 6,522 adolescents aged 10-14 and included top box-office movies from 1998 to 2003 that were rated R for violence.

This shows the amount of exposure children of violent movies they had. The study may have been done in 2003, however, since the world has become more reliant on technology, the number of children exposed to violent movies will definitely increase as the years goes by. Thus, i humbly conclude that violent computer games is one of the many factors that causes teenager to be more aggressive however it is not responsible.

thank you.

Side: Not responsible
lewcheekian(2) Disputed
1 point

i would like to humbly disagree with one of alif898's point about teens learning negative things from these violent behaviour.

one study in the special issue from http://www.medicalnewstoday.com shows that video game violence can increase aggression in some individuals, depending on their personalities.

In his research, Patrick Markey, PhD, determined that a certain combination of personality traits can help predict which young people will be more adversely affected by violent video games. "Previous research has shown us that personality traits like psychoticism and aggressiveness intensify the negative effects of violent video games and we wanted to find out why," said Markey.

Markey used the most popular psychological model of personality traits, called the Five-Factor Model, to examine these effects. The model scientifically classifies five personality traits: neuroticism, extraversion, openness to experience, agreeableness and conscientiousness.

Analysis of the model showed a "perfect storm" of traits for children who are most likely to become hostile after playing violent video games, according to Markey. Those traits are: high neuroticism (e.g., easily upset, angry, depressed, emotional, etc.), low agreeableness (e.g., little concern for others, indifferent to others feelings, cold, etc.) and low conscientiousness (e.g., break rules, don't keep promises, act without thinking, etc.).

Markey then created his own model, focusing on these three traits, and used it to help predict the effects of violent video games in a sample of 118 teenagers. Each participant played a violent or a non-violent video game and had his or her hostility levels assessed. The teenagers who were highly neurotic, less agreeable and less conscientious tended to be most adversely affected by violent video games, whereas participants who did not possess these personality characteristics were either unaffected or only slightly negatively affected by violent video games.

"These results suggest that it is the simultaneous combination of these personality traits which yield a more powerful predictor of violent video games," said Markey. "Those who are negatively affected have pre-existing dispositions, which make them susceptible to such violent media."

this research shows that only teens with certain types of personality traits would be heavily affected by violent video games. where else the rest of them without these personality traits may not be so susceptible to violent games. therefore, not all children and teens would learn from these violent video games.

Side: Responsible
1 point

I agree that violent computer games are responsible for aggressive behaviour in teenagers.

I agree as violent video games have this system of risk and reward, let’s say if you are caught in a room in a game and u need to get out, the risk is if u didn’t manage to get out its game over and the reward is that you are able to kill and in the end able to get out of that room and continue to play. When these rewards are received immediately it will create an uncontrollable compulsion to repeat such a behaviour after which the game would have a similar scene which would promote violence, this caused a repetitive behaviour in violent video games. Once a person gets addicted to such games, it will slowly stimulate violence and thus enhancing the learning of violent behaviour. In a study, 210 college students were allowed to play Wolfenstein 3D, an extremely violent game, or Myst, a nonviolent game. After a short time, it was found that the students who played the violent game punished an opponent for a longer period of time compared to the students who played the non-violent game. Dr. Anderson concluded by saying, "Violent video games provide a forum for learning and practicing aggressive solutions to conflict situations. It the short run, playing a violent video game appears to affect aggression by priming aggressive thoughts." Despite the fact that this study was for a short term effect, longer term effects are likely to be possible as the player learns and practices new aggression-related scripts that can become more and more accessible for the real-life conflict that may arise.

On April 20, 1999, Eric Harris and Dylan Klebold launched an assault on Columbine High School in Littleton, Colorado, murdering 13 and wounding 23 before turning the guns on themselves. Although nothing is for certain as to why these boys did what they did, we do know that Harris and Klebold both enjoyed playing the bloody, shoot-'em-up video game Doom, a game licensed by the U.S. military to train soldiers to effectively kill. The Simon Wiesenthal Center, which tracks Internet hate groups, found in its archives a copy of Harris' web site with a version of Doom. He had customized it so that there were two shooters, each with extra weapons and unlimited ammunition, and the other people in the game could not fight back. For a class project, Harris and Klebold made a videotape that was similar to their customized version of Doom. In the video, Harris and Klebold were dressed in trench coats, carried guns, and killed school athletes. They acted out their videotaped performance in real life less than a year later. This shows that after playing violent video games that is a chance of yourself getting lost between the dream world and reality, making people unable to think straight and will promote violent actions.

Thus i agree that violent video games is responsible for aggressive behaviour behaviour in teenagers

Side: Responsible
1 point

I agree that violent computer games are responsible for aggressive behavior in teenagers.

According the American Psychological Association, violent video games can increase children's aggression. Dr. Phil McGraw points out that violent video games don't teach kids moral consequences. For example, if you shoot somebody in a game, you don't get sent to jail or penalized in some way. In fact, you get extra points! Teenagers who play these games tend to use more aggressive or foul language. Also, they have less ability to control their anger and they tend to inappropriately resolve anxiety by externalizing it. So when they have anxiety, they tend to externalize it.

Furthermore, the American Psychological Association says playing violent games correlates to teens being less caring and helpful toward their peers. These effects happen just as much for non-aggressive teens as they do for teens who already have aggressive tendencies. Teenagers spend a great deal of time with violent video games at exactly the ages that they should be learning healthy ways to relate to other people and to resolve conflicts peacefully. According to the National Institute on Media and the Family, teenage brains are in the midst of growth spurts, making teens very impressionable. Just when teens are wiring the circuits for self-control, responsibility and relationships that they will carry with them into adulthood, violent games activate their anger center while dampening the brain's "conscience."

Side: Responsible
1 point

I agree that violent computer games are responsible for aggressive behavior in teenagers.

For some teens, games are “everything.” That’s why there’s also growing concerns among parents about video games that range from: making kids more aggressive, developing sedentary lifestyles, squelching cognitive development or academic potential. After all, it’s very easy for teens to fall into the habit of spending too much time in front of those controllers.

Previous research has shown a connection between violent media and aggression, as well as violence and desensitization. But this study looks at how teenagers' brains specifically respond to violent media, said Jordan Grafman, senior investigator at the National Institute of Neurological Disorders and Stroke. Participants in the study were 22 boys ages 14 to 17. Each participant watched clips of violent scenes from 60 different videos, which included movies such as "World's Wildest Street Fights Vol. 1 and 2," Grafman said, and rated the aggression of the scenes. Researchers could observe their brain function because each boy watched these scenes while in a functional magnetic resonance imaging (fMRI) scanner.

These brain images showed that more aggressive violence was associated with desensitization in the lateral orbitofrontal cortex of the brain, which scientists believe has to do with emotions and emotional responses to events. They measured this by looking at the deoxygenation of blood in this area of the brain and how it changes over time.

Participants also wore electrodes on the fingers of one hand to measure the electrical conductance of the skin, which indicates emotion. This was used to look at how desensitized the boys were to different videos, depending on the level of violence. This electrical conductance test showed that the boys appeared to be more desensitized by the mildly and moderately violent videos than the ones with a low-level of violence. Boys who had the greatest level of exposure to violent media routinely showed the greatest desensitization in this study.

Side: Responsible
1 point

I agree that violent computer games are indeed responsible for the aggressive behaviour in teenagers.

After a study done by the University of Missouri (MU), they have proven that violent computer games are indeed responsible for aggressive behaviour in teenagers. The study provides one explanation for why this occurs: the brains of violent video game players become less responsive to violence, and this diminished brain response predicts an increase in aggression. During the study, 70 teenager participants were randomly assigned to play either a nonviolent or a violent video game for 25 minutes. Immediately afterwards, the researchers measured brain responses as participants viewed a series of neutral photos, such as a man on a bike, and violent photos, such as a man holding a gun in another man's mouth. Finally, participants competed against an opponent in a task that allowed them to give their opponent a controllable blast of loud noise. The level of noise blast the participants set for their opponent was the measure of aggression. The researchers found that participants who played one of several popular violent games, such as "Call of Duty," "Hitman," "Killzone" and "Grand Theft Auto," set louder noise blasts for their opponents during the competitive task -- that is, they were more aggressive -- than participants who played a nonviolent game. In addition, for participants that had not played many violent video games before completing the study, playing a violent game in the lab caused a reduced brain response to the photos of violence -- an indicator of desensitization. Moreover, this reduced brain response predicted participants' aggression levels: the smaller the brain response to violent photos, the more aggressive participants were. Participants who had already spent a lot of time playing violent video games before the study showed small brain response to the violent photos, regardless of which type of game they played in the lab. Bruce Bartholow, associate professor of psychology in the MU College of Arts and Science, said "More than any other media, these video games encourage active participation in violence," "From a psychological perspective, video games are excellent teaching tools because they reward players for engaging in certain types of behavior. Unfortunately, in many popular video games, the behavior is violence."

From the above evidence, you can tell that violent computer games are responsible for aggressive behaviour in teenagers as those who played violent games set louder noise blast for their opponent in the competitive round compared to those who played non-violent games. Also, participants who had not played many violent video games before, had a reduced brain response to the photos of violence as the smaller the brain response, the more violent participants were.

Therefore, violent computer games are responsible for aggressive behaviour in teenagers.

Side: Responsible
1 point

I agree that violent computer games are responsible for aggressive behavior in teenagers.

Scientists have known for years that playing violent video games causes players to become more aggressive. The findings of a new University of Missouri (MU) study provide one explanation for why this occurs: the brains of violent video game players become less responsive to violence, and this diminished brain response predicts an increase in aggression.

"Many researchers have believed that becoming desensitized to violence leads to increased human aggression. Until our study, however, this causal association had never been demonstrated experimentally," said Bruce Bartholow, associate professor of psychology in the MU College of Arts and Science

During the study, 70 young adult participants were randomly assigned to play either a nonviolent or a violent video game for 25 minutes. Immediately after-wards, the researchers measured brain responses as participants viewed a series of neutral photos, such as a man on a bike, and violent photos, such as a man holding a gun in another man's mouth. Finally, participants competed against an opponent in a task that allowed them to give their opponent a controllable blast of loud noise. The level of noise blast the participants set for their opponent was the measure of aggression.

Playing a violent video game can increase aggression, and when a player keeps thinking about the game, the potential for aggression can last for as long as 24 hours, according to a study in the current Social Psychological and Personality Science (published by SAGE).

Therefore, with these studies and research, i agree that violent computer games are responsible for aggressive behavior in teenagers.

Side: Responsible
RafflesianYT(5) Disputed
1 point

I would like to disagree with what Janelle279 had said' scientists have known for years that playing violent video games causes players to become more aggresive'

who are the scientists who know that, how many scientists? Do you have the relevant urls?

Side: Not responsible
1 point

I agree with the statement.

First of all, I would like to explain the meaning of the statement,

‘Violent video/computer games are responsible for aggressive behavior in children and teenagers.’

I would like to define it that not ALL the teenagers in the world who are violent are to blame violent video/computer games for their aggression, but rather if those teenagers are exposed to such games, then violent video/computer games ARE responsible for their aggressive behaviours.

Based on the studies done by Craig Anderson, a distinguished professor of psychology at Iowa State University and the director of Iowa State's Center for the Study of Violence, kids in both the U.S. and Japan who reported playing lots of violent video games had more aggressive behavior months later than their peers who did not, which appears in the November issue of the journal Pediatrics.

Then, while we get to the root of the problem and especially those who disagree with the statement might come upon this question, do children become more aggressive after playing video games or are aggressive kids more attracted to violent videos?

While this issue remains murky and controversial, there have been many studies that linked violent games to violent behaviours in kids.

One of the studies done by Dr. Anderson included three groups of kids; 181 Japanese students ages 12 to 15; 1,050 Japanese students aged 13 to 18; and 364 U.S. kids ages 9 to 12.

Japanese children rated their own behavior in terms of physical aggression, such as hitting, kicking or getting into fights with other kids; the U.S. children rated themselves too, but the researchers took into account reports from their peers and teachers as well.

In every group, children who were exposed to more video game violence did become more aggressive over time than their peers who had less exposure

What they found was that in all three samples, a lot of violent video game played early in a school year leads to higher levels of aggression during the school year, as measured later in the school year even after the kids were controlled how aggressive they were at the beginning of the year.

He also says that exposure to violent video games directly causes increased aggressive thoughts and behavior, and decreased empathy and prosocial behavior in the youths exposed to them. Anderson's team says these study conclusions hold true across geographies, cultures, and study methods.

they can now say with utmost confidence that regardless of research method, that is experimental, correlational, or longitudinal, and regardless of the cultures tested in this study [East-Japan and West-U.S], he get the same effects; that exposure to violent video games increases the likelihood of aggressive behavior in both short-term and long-term contexts.

Side: Responsible
1 point

Firstly, we have to understand the meaning of Responsible. Different people have various interpretation of the word responsible. In my point of view, responsible means “ being the primary course of something and so be able to be blamed or credited for it”. Therefore, I agree with the debate motion ‘ Violent games are responsible for aggressive behavior in teenagers’.

Violent video games have been available to consumers for the last 30 years. They are usually sandbox-styled. They are unique because they encourage players to become of the game’s ‘script’. Players are instigated to actively participate as a character by choosing how they will interact with other characters including which weapons will be used while fighting or attacking other characters. Weapons often include guns, knives, RPG‘s, bombs and even items in our daily household deemed to be deadly in the wrong hands.

Today’s sophisticated video games require players to pay close attention to the game as compared to passively watching television or movie. As active participants in the game’s script players strongly portray themselves with violent characters portrayed in violent video games. This action of merging with characters in video games increases a player’s ability to learn and retain aggressive thoughts and behaviors they see being portrayed in violent games. Furthermore, exposure to violent video games may input angry and hostile feelings into the affected while interacting with peers, teachers and adults. Also, violent video games reward violence as an effective way to handle conflict hence when teenagers get into brawls, they result to violence as a settlement. Moreover studies by Albert Bandura, a psychologist in Mundare, Alberta, Canada Social Science in Psychology at Stanford University stated that rewarding violent behavior is conducive to learning. Due to this, players who are continually rewarded for violent responses may experience an increase in their aggressive behavior and/or their perception of aggressive behavior.

Thus, without a doubt, I agree that violent video games are responsible for instilling aggressive characteristics in teenagers.

Side: Responsible
1 point

I agree to this statement, 'Violent computer games are responsible for aggressive behaviour in teenagers' . I would like to make a point that my views of this argument is solely based on facts and researches.

Dr. Craig A. Anderson, Ph.D., of Iowa State University in Ames, and his colleagues looked at how teen’s video game habits at one time point related to their behavior three to six months later.

The study included three groups of kids: 181 Japanese students ages 12 to 15; 1,050 Japanese students aged 13 to 18; and 364 U.S. kids ages 9 to 12.

The U.S. children listed their three favorite games and how often they played them. In the younger Japanese group, the researchers looked at how often the children played five different violent video game genres (fighting action, shooting, adventure, among others); in the older group they gauged the violence in the kids' favorite game genres and the time they spent playing them each week.

Japanese children rated their own behavior in terms of physical aggression, such as hitting, kicking or getting into fights with other kids; the U.S. children rated themselves too, but the researchers took into account reports from their peers and teachers as well.

In every group, children who were exposed to more video game violence did become more aggressive over time than their peers who had less exposure. This was true even after the researchers took into account how aggressive the children were at the beginning of the study -- a strong predictor of future bad behavior.

Side: Responsible
1 point

I agree that violent computer games are responsible for aggressive behavior in teenagers. The reason for my stand is based on the following articles:

1.On November 29, 2010 in South Philadelphia, Pennsylvania, 16-year-old boy Kendall Anderson bludgeoned his mother to death in her sleep with a claw hammer after she took away his PlayStation.

2.In September 2007 in Ohio, 16-year-old Daniel Petric snuck out of his bedroom window to purchase the game Halo 3 against the orders of his father, a minister at New Life Assembly of God in Wellington, Ohio, U.S. His parents eventually banned him from the game after he spent up to 18 hours a day with it, and secured it in a lockbox in a closet where the father also kept a 9mm handgun, according to prosecutors. In October 2007, Daniel used his father's key to open the lockbox and remove the gun and the game. He then entered the living room of his house and shot both of them in the head, killing his mother and wounding his father. Petric is sentenced to life in prison without parole, which was later commuted to 23 years in imprisonment. Defense attorneys argued that Petric was influenced by video game addiction, the court dismissed these claims. The judge, James Burge commented that while he thought there was ample evidence the boy knew what he was doing, Burge thought the game had affected him like a drug, saying "I firmly believe that Daniel Petric had no idea at the time he hatched this plot that if he killed his parents they would be dead forever."

3.On June 25, 2003, two American step brothers, Joshua and William Buckner, aged 14 and 16, respectively, used a rifle to fire at vehicles on Interstate 40 in Tennessee, killing a 45-year-old man and wounding a 19-year-old woman. The two shooters told investigators they had been inspired by Grand Theft Auto games.

This article is distributed under the Creative Commons Attribution/Share-Alike License.

The actions of the teens were incited by the video games. Therefore, it is apparent to me that violent computer games are responsible for aggressive behavior in teenagers.

Side: Responsible
1 point

I agree that violent video games are responsible for teenage violence,however this refers to the general population of teenagers that are avid gamers of violent video games.

According to an article from http://ithp.org/articles/violentvideogames.html

"97% of 12-17 year olds in the US played video games in 2008, thus fuelling an $11.7 billion domestic video game industry. In 2008, 10 of the top 20 best-selling video games in the US contained violence.Violent video games have been blamed for school shootings, increases in bullying, and violence towards women. Critics argue that these games desensitize players to violence, reward players for simulating violence, and teach children that violence is an acceptable way to resolve conflicts. " This shows the statistics to prove that there is a large amount of influence readily available to the teenage population in America. With such influence readily available, these avid gamers are exposed to violent media, these violent media often influence gamers and ause aggressive behavior in them.

The main objectives in these violent games is mainly to kill, and with successful killings, the gamers feel a sense of accomplishment. They then get addicted to this sense of accomplishment and implement violent behavior towards others to get a sense of accomplishment.

"Researchers at the Indiana University School of Medicine say that brain scans of kids who played a violent video game showed an increase in emotional arousal – and a corresponding decrease of activity in brain areas involved in self-control, inhibition and attention.(attached link) Mathews and his colleagues chose two action games to include in their research -- one violent the other not.

The first game was the high-octane but non-violent racing game “Need for Speed: Underground.” The other was the ultra-violent first-person shooter “Medal of Honor: Frontline.”

The team divided a group of 44 adolescents into two groups, and randomly assigned the kids to play one of the two games. Immediately after the play sessions, the children were given MRIs of their brains.

The scans showed a negative effect on the brains of the teens who played “Medal of Honor” for 30 minutes. That same effect was not present in the kids who played “Need for Speed.”

The only difference? Violent content.

What’s not clear is whether the activity picked up by the MRIs indicates a lingering — or worse, permanent — effect on the kids’ brains.

And it’s also not known what effect longer play times might have. The scope of this study was 30 minutes of play, and one brain scan per kid, although further research is in the works."

There has been scientific evidence to support my stand, the attached link clearly shows a large difference between the two MRI scans, this proves that violent video games have negative effects

Supporting Evidence: MRI SCAN PIC (i48.tinypic.com)
Side: Responsible
1 point

I would like to agree to the topic that violent video games are responsible for aggressive behavior in children and teenagers.

An example would be two teenagers, Dylan Klebold and Eric Harris from Columbine high school. After playing the violent video game, grand theft auto, the two boys got seriously addicted to it. Unable to separate the virtual world from reality, they decided to imitate the video game's action and follow their actions in reality.

What they did was to try to plant bombs in the school and try to destroy the school. This plan was derived after thinking that the school is an enemy hideout.In grand theft auto, you are supposed to destroy your enemies headquarters by either shooting the people inside or destroying the whole building with bombs. At first, their bombs did not manage to get detonated so they decided to charge in with guns to kill the students which they thought were triad members from another mafia group so they charged into the school's cafeteria killing 13 and injuring 24. From this example, we could conclude that violent computer games are responsible for aggressive behavior in children or teenagers.

Side: Responsible
Phyllis(3) Disputed
1 point

I would like to humbly disagree with the distinguished member (nigeltham) of the proposition team. You may have given an example of a Massacre that is indirectly caused by the aftermath of playing the violent video game. In this case you are pointing the blame at the video game. However, I believe that the game is not to blame. However, two main parties are the problem here.

Firstly, the parents. The parents of the teens should have checked the content phrases of the game given by ESRB such as gore, violence, strong sexual content and many more. Maybe the teen did not show the game to his parents. Even so, the parents could have checked in on what their sons were doing daily once in a while. But if the parents did their part on advising their child, they are then not to be blamed either.

People as they reach their teenage years start to form their own opinions of what they view the world as or where they view the world from. Whether pictured as fantasy or reality, it all depends on the mindset of the child. Due to this, they start to get more bold and rebel their parents without second thoughts. These boys in this case did the exact thing of picturing the reality world as a world which they could play around in, A make-believe realm where they have already lost the path of morals that was paved for them to follow. It was their decision to think so naively and as a result, they strayed off from sanity and went on a Massacre.

Hence in this case, I would blame the boys who were not matured enough to think for themselves let alone other people. And you have only listed one example, I can just easily say that this may be one case out of thousands or millions. Or maybe even the only case in history linked to violent video games. So, one case is not enough to prove that violent video games truly were the cause of aggressive behaviour in children.

In the court, there are also many cases of Massacre and murders judged. All these have to do with violence and gore too. But are they all necessarily linked to violent video games all the time? No. There can be several reasons to such violent episodes. It may be due to hunger for revenge on a loved one's behalf, malice for a certain party, sadism or loss of sanity. An example of a supernatural violent crime case would be like Jack the ripper that took place in London in 1888. Are you saying that there were such computer games already invented in the 19th century? This case was definitely due to other reasons to do with this criminal's mentality issue. So since early beginnings, humans had already been driven mad by their own thoughts that overpowered their own self conscience.

Hence, due to the lack of supporting evidence, I would like to conclude that the honourable member of the proposition team has made a biased statement.

Side: Not responsible
Ghlee(2) Disputed
1 point

I would like to humbly disagree to nigeltham's point. As this two boys does not represent the world right? You shouldn't just blame the game as think about it these violent video games are just made for enjoyment and are all purely fictional, people who are unable to tell the difference is already mentally unsound and this two person fantasies too much, to take it for real. Also, they might be already aggressive before they started playing grand theft auto as if they got addicted to the game it shows they like the game showing their aggressive nature. Example, if u don't like apples u won't got eat it, if u do u will get very addicted to eating it right? So same goes for the violent video games. If they got addicted to it, it shows they were aggrresive before they even played the game.

Side: Not responsible
1 point

I agree with the debate motion stating that violent video games are responsible for aggressive behavior in teenagers.

One of the main concerns that has constantly been raised against video games is that most of the games feature aggressive elements. This has led many people to assert that this may have a detrimental effect on individuals who play such games. The one consistent finding is that the majority of the studies on very young children—as opposed to those in their teens upwards—tend to show that children do become more aggressive after either playing or watching a violent video games.

Video games have been available to consumers for the last 30 years. They are unique because they encourage players to become a part of the game's script. Players are encouraged to actively participate as a character by choosing how they will interact with other characters including which weapons will be used while fighting or attacking other characters. Weapons often include guns, knives, pipes, bombs, etc. Due to consumer demand over the last three decades, most video games produced and sold today are violent. Today's sophisticated video games require players to pay constant attention to the game as compared to passively watching television or a movie. As active participants in the game's script players strongly identify with violent characters portrayed in violent video games. This identification with characters in video games increases a player's ability to learn and retain aggressive thoughts and behaviors they see portrayed in violent games. Further research has suggested that exposure to violent video games may increase angry and hostile feelings while interacting with peers, teachers, and adults. Violent video game exposure may decrease compassionate feelings for others with whom they interact. In addition, the National Television Violence Study (1996) determined that 73 percent of violent video games reward violence as an effective way to handle conflict. Studies conducted by Bandura and Berkowitz have found that rewarding violent behavior is conducive to learning. As a result, players who are continually rewarded for violent responses may experience an increase in their aggressive behavior and/or their perception of aggressive behavior (Bandura, 1977; Berkowitz, 1993). This might in turn make these people think that they would somehow be 'rewarded' for doing things like killing due to them being rewarded in those games itself in the first place. This can also make them think that this is 'the right thing' to do. We are being punished for our various wrong-doings. However, instead of being punished in those games, they are being rewarded and praised! This can thus feel that by doing all these acts, they might feel rewarded and superior. Hence, an increase in violent behaviors and thoughtless actions.

In their book, Violent Video Game Effects on Children and Adolescents. Anderson, Gentile, and Buckley provide an in depth analysis some recent studies they conducted.

The first study was a cross-sectional correlational study of media habits, aggression-related individual difference variables, and aggressive behaviors of an adolescent population. 189 high school students completed surveys about their violent TV, movie, and video game exposure, attitudes towards violence, and perceived norms about violent behavior and personality traits. After statistically controlling for sex, total screen time and aggressive beliefs and attitudes, the authors found that playing violent video games predicted heightened physically aggressive behavior and violent behavior in the real world in a long-term context.

In the next study, Anderson et al conducted a longitudinal study of elementary school students to examine if violent video game exposure resulted in increases in aggressive behavior over time. Surveys were given to 430 third, fourth, and fifth graders, their peers, and their teachers at two times during a school year. The survey assessed both media habits and their attitudes about violence. Results indicated that children who played more violent video games early in a school year changed to see the world in a more aggressive way and also changed to become more verbally and physically aggressive later in the school year. Changes in attitude were noticed by both peers and teachers.

Thus, I conclude that violent video games ARE responsible for aggressive behavior in teenagers.

Side: Responsible
1 point

I agree that violent video games are responsible for teenage violence.

Many teenagers plays video games. They will stay up all night and try to go up a new level and usually they will not rest until they reach their goal. There has also been cases where the gamer refuses to eat with their family and take very short baths so that they have more time to game. This affects their mental and physical health. Without proper food and rest, the gamer will be weaker and emotionally unstable as he/her is often tired. The gamer will get sick more often and hence they will miss many days of school. Usually these people will spent their time on the computer instead. That increases the time gamers spent on the computer. Their academic results would drop drastically too. Their parents would be disappointed in them and most likely nag or scold them. The gamers too, might be disappointed in his/her own self. This will lead to many stress and frustrations as the gamers are already addicted to the game and cannot stop playing.

Everyone deals with stress and frustrations differently. This happens usually after the game character has been defeated or other players around the world has offended him/her in a way or another. However when action is taken upon the frustration and stress, and the action is taken out in anger and aggression, the results may be very harmful to both the aggressor and the person being aggressed against, mentally, emotionally, and even physically. Aggression is action, i.e. attacking someone or a group with an intent to harm someone. It can be a verbal attack--insults, threats, sarcasm, or attributing nasty motives to them--or a physical punishment or restriction. Direct behavioural signs include being overly critical, fault finding, name-calling, accusing someone of having immoral or despicable traits or motives, nagging, whining, sarcasm, prejudice, and/or flashes of temper. The crime and abuse rate in the United States has soared in the past decade. More and more children suffer from and are being treated for anger management than ever before. As gamers meet and play with other gamers from the world, They will not know who they are playing with hence they will not know if the person is easily offended or not.

Swear words are often seen on the net as a form of expression or aggression. This often leads to a quarrel on the net if the gamer is not careful with the words they are using. However, these gamers are not fearful or afraid of what might happen as they are anonymous. Which means that the other gamer will not know their particulars and hence not able to do anything to them. Even if the other gamer adds that gamer on Facebook, They will most probably be in different countries and it is not worth the money to fly to the other end of the Earth in search for the offensive gamer.

Hence, i agree that violent video games are responsible for teenage violence

Side: Responsible
1 point

I agree to the point that violent video games are responsible for the aggressive behavior that teenagers have.

On April 20, 1999, Eric Harris and Dylan Klebold launched an assault on Columbine High School in Littleton, Colorado, murdering 13 and wounding 23 before turning the guns on themselves. Although nothing is for certain as to why these boys did what they did, we do know that Harris and Klebold both enjoyed playing the bloody, shoot-'em-up video game Doom, a game licensed by the U.S. military to train soldiers to effectively kill. The Simon Wiesenthal Center, which tracks Internet hate groups, found in its archives a copy of Harris' web site with a version of Doom. He had customized it so that there were two shooters, each with extra weapons and unlimited ammunition, and the other people in the game could not fight back. For a class project, Harris and Klebold made a videotape that was similar to their customized version of Doom. In the video, Harris and Klebold were dressed in trench coats, carried guns, and killed school athletes. They acted out their videotaped performance in real life less than a year later. This case shows that teenagers learn from what they see and interact with, and violent video games are what caused this.

This other study shows that college students also have problems that are caused by violent video games. In the second study, 210 college students were allowed to play Wolfenstein 3D, an extremely violent game, or Myst, a nonviolent game. After a short time, it was found that the students who played the violent game punished an opponent for a longer period of time compared to the students who played the non violent game. Dr. Anderson concluded by saying, "Violent video games provide a forum for learning and practicing aggressive solutions to conflict situations. It the short run, playing a violent video game appears to affect aggression by priming aggressive thoughts." Despite the fact that this study was for a short term effect, longer term effects are likely to be possible as the player learns and practices new aggression-related scripts that can become more and more accessible for the real-life conflict that may arise.

These studies have shown that aggressive behaviour are caused by the type of games they play or things they interact with.

Side: Responsible
1 point

i would like to humbly agree that violent game are responsible for aggressive behavior in teenager.

Everyone deals with stress and frustrations differently. However when action is taken upon the frustration and stress, and the action is taken out in anger and aggression, the results may be very harmful to both the aggressor and the person being aggressive against, mentally, emotionally, and even physically. Aggression is action, i.e. attacking someone or a group with an intent to harm someone. It can be a verbal attack--insults, threats, sarcasm, or attributing nasty motives to them--or a physical punishment or restriction. Direct behavioral signs include being overly critical, fault finding, name-calling, accusing someone of having immoral or despicable traits or motives, nagging, whining, sarcasm, prejudice, and/or flashes of temper.The crime and abuse rate in the United States has soared in the past decade. More and more children suffer from and are being treated for anger management than ever before. Now, one can't help but to wonder if these violent video games are even playing a slight part in the current statistics.

i would like to emphasis on this point.violent game is a game where people kill their opponent and earn point. For those aggressive teenagers, when playing this type of violent game, they can kill and earn point to their heart content. these aggressive people enjoy the bloody scene and gun shot of that violent game.Normally if these opponent in that game died, they would revive again wheres in the real world , such things would never happen.these would give those aggressive teenager evil thoughts of how to harm the person cruelly like how he kill his opponents in the violent game.

Calvert and Tan compared the effects of playing versus observing violent video games on young adults' arousal levels, hostile feelings, and aggressive thoughts. Results indicated that college students who had played a violent virtual reality game had a higher heart rate, reported more dizziness and nausea, and exhibited more aggressive thoughts in a post test than those who had played a nonviolent game do. A study by Irwin and Gross sought to identify effects of playing an "aggressive" versus "non aggressive" video game on second-grade boys identified as impulsive or reflective. Boys who had played the aggressive game, compared to those who had played the non aggressive game, displayed more verbal and physical aggression to inanimate objects and playmates during a subsequent free play session. Moreover, these differences were not related to the boys' impulsive or reflective traits. Thirdly, Kirsh also investigated the effects of playing a violent versus a nonviolent video game. After playing these games, third- and fourth-graders were asked questions about a hypothetical story. On three of six questions, the children who had played the violent game responded more negatively about the harmful actions of a story character than did the other children. These results suggest that playing violent video games may make children more likely to attribute hostile intentions to others.

From what kirsh investigation, even pure and innocent children could fall inside the violent game"trap" and thus making children more likely to attribute hostile intentions to others.violent game could encourage a non aggressive person to a aggressive person. what about those who are already aggressive and after playing those violent game, it could enable their behavior to be more aggressive.

Thus i strongly agree that Violent computer games are responsible for aggressive behavior in teenagers .

Side: Responsible
1 point

i honorably agree that Violent computer games are responsible for aggressive behavior in teenagers.

Excessive violence in video games has many significant negative effects on children and teenagers. The nature of today's gaming market doesn't seem to help the situation at all. Every year, hundreds of new games are released into stores, adding to an already abundant library of blood and gore, which leads to a decrease in the price of previous years' games. In addition, since the price of CDs and game related hardware is on the decline, it is becoming easier and more economical for children and teenagers to play these games in the comfort of their own home, instead of paying hourly fees at Local area network gaming centers. The latter allows gamers to spend much more time in front of their consoles, since they are shielded from the common distractions of PC rooms. By combining the latter reality with the fact that violent video games are the most popular type of games among children and teenagers, we can see that this is an ever growing problem (Bushman, 2005).

On the 11th of March 2009, Tim Kretshmer in camouflage, hijacked a car, and then took out his 9mm baretta unleashing a shooting rampage, killing 15 of his classmates in his school in Wennenden, Germany. This scenario is eerily similar to the video game "Far Cry 2", where the main character also uses camouflage as attire and goes around in his car shooting and killing people. Investigations of the incident revealed that 6 hours before the "massacre", Kretshmer had just finished playing a marathon of "Far Cry 2" under the user name "Jawspredator1".

Three major negative effects are manifested in the majority of gamers who play violent video games. To begin with, gamers show a weakening in their pro social behavior, which include poorer relationships and drug related problems. Secondly, users start to exhibit violent behavior which can manifest itself in their thoughts or physically. Finally, desensitization, the loss of proper response to violent images, also lurks behind these games.

violent video games are most infamous for triggering both aggressive feelings and behavior. The proverb "violence breeds violence" best describes the results of numerous studies. Research has shown that teenagers are more likely to kick, fight and hit their peers due to playing violent video games for as low as 13 hours of gaming per week. Increase in quarrels between students and their teachers have also been observed (Harding, 2009). In one study, secondary students were divided into 2 groups. One group was allowed to play violent video games for 25 minutes, before being released to the play ground for recess. The second group of students played for 25 minutes adventure and puzzle games that lacked any violent scenes or elements whatsoever . After being let out, their actions were recorded. Over the course of the study, the researchers discovered that some teenagers actually yelled more often, were more physical with one another (pushing, kicking etc...) and even got into more fights than those who played the non violent games (Ihori et.al. , 2007).

From these information we can conclude that how harmful is violent game.it enable aggressive behavior , anti social in teenagers. it also encourage violent behavior such as kicking fighting more often. this could "corrupt" those teenagers mind as they are still young , and if this continue for a long period of time, there would be heavy consequences to pay.

thus i believe that violent video game Violent computer games are responsible for aggressive behavior in teenagers

Side: Responsible
1 point

i honorably agree that Violent computer games are responsible for aggressive behavior in teenagers.

Excessive violence in video games has many significant negative effects on children and teenagers. The nature of today's gaming market doesn't seem to help the situation at all. Every year, hundreds of new games are released into stores, adding to an already abundant library of blood and gore, which leads to a decrease in the price of previous years' games. In addition, since the price of CDs and game related hardware is on the decline, it is becoming easier and more economical for children and teenagers to play these games in the comfort of their own home, instead of paying hourly fees at Local area network gaming centers. The latter allows gamers to spend much more time in front of their consoles, since they are shielded from the common distractions of PC rooms. By combining the latter reality with the fact that violent video games are the most popular type of games among children and teenagers, we can see that this is an ever growing problem (Bushman, 2005).

On the 11th of March 2009, Tim Kretshmer in camouflage, hijacked a car, and then took out his 9mm baretta unleashing a shooting rampage, killing 15 of his classmates in his school in Wennenden, Germany. This scenario is eerily similar to the video game "Far Cry 2", where the main character also uses camouflage as attire and goes around in his car shooting and killing people. Investigations of the incident revealed that 6 hours before the "massacre", Kretshmer had just finished playing a marathon of "Far Cry 2" under the user name "Jawspredator1".

Three major negative effects are manifested in the majority of gamers who play violent video games. To begin with, gamers show a weakening in their pro social behavior, which include poorer relationships and drug related problems. Secondly, users start to exhibit violent behavior which can manifest itself in their thoughts or physically. Finally, desensitization, the loss of proper response to violent images, also lurks behind these games.

violent video games are most infamous for triggering both aggressive feelings and behavior. The proverb "violence breeds violence" best describes the results of numerous studies. Research has shown that teenagers are more likely to kick, fight and hit their peers due to playing violent video games for as low as 13 hours of gaming per week. Increase in quarrels between students and their teachers have also been observed (Harding, 2009). In one study, secondary students were divided into 2 groups. One group was allowed to play violent video games for 25 minutes, before being released to the play ground for recess. The second group of students played for 25 minutes adventure and puzzle games that lacked any violent scenes or elements whatsoever . After being let out, their actions were recorded. Over the course of the study, the researchers discovered that some teenagers actually yelled more often, were more physical with one another (pushing, kicking etc...) and even got into more fights than those who played the non violent games (Ihori et.al. , 2007).

From these information we can conclude that how harmful is violent game.it enable aggressive behavior , anti social in teenagers. it also encourage violent behavior such as kicking fighting more often. this could "corrupt" those teenagers mind as they are still young , and if this continue for a long period of time, there would be heavy consequences to pay.

thus i believe that violent video game Violent computer games are responsible for aggressive behavior in teenagers

Side: Responsible
1 point

i honorably agree that Violent computer games are responsible for aggressive behavior in teenagers.

Excessive violence in video games has many significant negative effects on children and teenagers. The nature of today's gaming market doesn't seem to help the situation at all. Every year, hundreds of new games are released into stores, adding to an already abundant library of blood and gore, which leads to a decrease in the price of previous years' games. In addition, since the price of CDs and game related hardware is on the decline, it is becoming easier and more economical for children and teenagers to play these games in the comfort of their own home, instead of paying hourly fees at Local area network gaming centers. The latter allows gamers to spend much more time in front of their consoles, since they are shielded from the common distractions of PC rooms. By combining the latter reality with the fact that violent video games are the most popular type of games among children and teenagers, we can see that this is an ever growing problem (Bushman, 2005).

On the 11th of March 2009, Tim Kretshmer in camouflage, hijacked a car, and then took out his 9mm baretta unleashing a shooting rampage, killing 15 of his classmates in his school in Wennenden, Germany. This scenario is eerily similar to the video game "Far Cry 2", where the main character also uses camouflage as attire and goes around in his car shooting and killing people. Investigations of the incident revealed that 6 hours before the "massacre", Kretshmer had just finished playing a marathon of "Far Cry 2" under the user name "Jawspredator1".

Three major negative effects are manifested in the majority of gamers who play violent video games. To begin with, gamers show a weakening in their pro social behavior, which include poorer relationships and drug related problems. Secondly, users start to exhibit violent behavior which can manifest itself in their thoughts or physically. Finally, desensitization, the loss of proper response to violent images, also lurks behind these games.

violent video games are most infamous for triggering both aggressive feelings and behavior. The proverb "violence breeds violence" best describes the results of numerous studies. Research has shown that teenagers are more likely to kick, fight and hit their peers due to playing violent video games for as low as 13 hours of gaming per week. Increase in quarrels between students and their teachers have also been observed (Harding, 2009). In one study, secondary students were divided into 2 groups. One group was allowed to play violent video games for 25 minutes, before being released to the play ground for recess. The second group of students played for 25 minutes adventure and puzzle games that lacked any violent scenes or elements whatsoever . After being let out, their actions were recorded. Over the course of the study, the researchers discovered that some teenagers actually yelled more often, were more physical with one another (pushing, kicking etc...) and even got into more fights than those who played the non violent games (Ihori et.al. , 2007).

From these information we can conclude that how harmful is violent game.it enable aggressive behavior , anti social in teenagers. it also encourage violent behavior such as kicking fighting more often. this could "corrupt" those teenagers mind as they are still young , and if this continue for a long period of time, there would be heavy consequences to pay.

thus i believe that Violent computer games are responsible for aggressive behavior in teenagers

Side: Responsible
1 point

I do agree that violent video/computer games are responsible for aggressive behavior in children and teenagers. As we see, before all this violent video/computer games were created, there was not even one case where a teenager becomes violent and dangerous to other people which can even lead to deaths of innocent people. As you see, there are some proofs that violent video/computer games are responsible for aggressive behavior in teenagers. One is that as far as we know, these violent video games are based on a reward system like when we kill 10 people, we get a bonus or when we kill 50 people and so. So, kids who are always playing violent games will soon enough get used to this reward system hence trying to apply it to real life. This is when cases where people are getting murdered by teenagers happen. An example of such cases would be back in 1999 at Colorado high school where two ordinary teens named Dylan Klebold and Eric Harris opened fire where 20 people got shot and 13 of them dead. Then, the media soon told the public that the two teenagers often played violent video games such as DOOM and others. Hence this really do prove that violent video games are responsible for aggressive behavior in children and teenagers.

Side: Responsible
MattyB(22) Disputed
1 point

I am against the statement: "Violent computer games are responsible for aggressive behavior in teenagers"

"As we see, before all this violent video/computer games were created, there was not even one case where a teenager becomes violent and dangerous to other people which can even lead to deaths of innocent people."

There isn't any evidence of this life before video games, when teenagers committed no crimes and behaved themselves in a proper and good way. Then by logic we can most definitely assume that violence in humans, and this includes teenagers, has not been created by video games. Violent teenagers and adults are formed by society, not by DOOM.

"reward system like when we kill 10 people, we get a bonus or when we kill 50 people and so. So, kids who are always playing violent games will soon enough get used to this reward system hence trying to apply it to real life."

If someone applies a reward system to real life, they must have underlying mental issues. Playing games 24/7 will only affect your physical health, not your ability to commit crimes.

"Then, the media soon told the public that the two teenagers often played violent video games such as DOOM and others. Hence this really do prove that violent video games are responsible for aggressive behavior in children and teenagers."

The point is that the media wouldn't have bothered telling you that if they had done something to help the school. They didn't focus on the poor upbringing they may/may not have had.

"Hence this really do prove that violent video games are responsible for aggressive behavior in children and teenagers."

In summary, statistics can be used to correlate any two factors. Like the number of successful marriages and the month in which the marriage took place (plucked it out of my head). A minority, and it is a very very small minority, of gamers are violent. The same can be said of society as a whole.

Side: Not responsible
1 point

I agree that violent computer games are responsible for aggressive behaviour in teenagers. There is a huge hype surrounding the launch of every new game system - Game Cube, XBox, and Sony Playstation 2 being just few of the latest. Affecting children age 4 all the way to 45 year-old adults, these video games have called for concern in our society regarding issues such as addiction, depression, and even aggression related to the playing of video games. A recent study of children in their early teens found that almost a third played video games daily, and that 7% played for at least 30 hours a week, this shows that there has been a serious sign, telling people that more teens are playing games instead of studying, looking at violent video games. What is more, some of these games being played like Mortal Combat, Marvel Vs. Capcom, and Doom are very interactive in the violence of slaughtering the opponent. The video game industries even put signs like "Real-life violence" and "Violence level - not recommended for children under age of 12" on their box covers, arcade fronts, and even on the game CDs themselves, however people ignored their warning and hence started playing those violent games which affects the teens thinking.

In the modern popular game Goldeneye 007 bad guys no longer disappear in a cloud of smoke when killed. Instead they perform an elaborate maneuver when killed. For example, those shot in the neck fall to their knees and then face while clutching at their throats. Other games such as Unreal Tournament and Half-Life are gorier. In these games when characters get shot a large spray of blood covers the walls and floor near the character, and on the occasions when explosives are used, the characters burst into small but recognizable body parts, once teens look at those images, there may be thinking that it is right to do that, nothing is wrong, which may affect their thinking and thoughts. In spite of the violence, the violent video games are also the more popular games on the market, this shows that majority of them have been played by teens. When video games first came out, indeed they were addictive... however, there seems to be a strong correlation now between the violent nature of games these days and the aggressive tendencies in game players, misleading them.

One example of such cases: On April 20, 1999, Eric Harris and Dylan Klebold launched an assault on Columbine High School in Littleton, Colorado, murdering 13 and wounding 23 before turning the guns on themselves. Although nothing is for certain as to why these boys did what they did, we do know that Harris and Klebold both enjoyed playing the bloody, shoot-'em-up video game Doom, a game licensed by the U.S. military to train soldiers to effectively kill. The Simon Wiesenthal Center, which tracks Internet hate groups, found in its archives a copy of Harris' web site with a version of Doom. He had customized it so that there were two shooters, each with extra weapons and unlimited ammunition, and the other people in the game could not fight back. For a class project, Harris and Klebold made a videotape that was similar to their customized version of Doom. In the video, Harris and Klebold were dressed in trench coats, carried guns, and killed school athletes. They acted out their videotaped performance in real life less than a year later. Hence i would conclude that the video games itself give them a wrong mindset, did not give them a warning.

Another example:

In another study by Karen E. Dill, Ph.D. & Craig A. Anderson, Ph.D., violent video games were considered to be more harmful in increasing aggression than violent movies or television shows due to their interactive and engrossing nature.The two studies showed that aggressive young men were especially vulnerable to violent games and that even brief exposure to violent games can temporarily increase aggressive behavior in all types of participants.

The first study was conducted with 227 college students with aggressive behavior records in the past and who completed a measure of trait aggressiveness. They were also reported to have habits of playing video games. It was found that students, who reported playing more violent video games in junior and high school, engaged in more aggressive behavior. In addition, the time spent playing video games in the past were associated with lower academic grades in college, which is a source of frustration for many students, a potential cause for anger and aggression. Hence I would like to agree with this statement.

Side: Responsible
1 point

I would like to respectfully disagree with what phyllis has just said. She claimed that surveys were carried out on the topic. Although there were many results and findings, there was nothin stating who was the survey specifically conducted by. You only stated several marketing companies. But,are this really well known company or is it an unreliable company? Due to this ambiguity, the sorce may be inaccurate and untrue so i would like to disagree to your point

Side: Responsible
1 point

Yes, I agree that violent video games are responsible for aggressive behaviours in children and teenagers.

Violent video games cause behavior problems, because constant exposure to violence desensitizes the player. This exposure to violence also acclimates the player to performing violent acts in real life. When children and teenagers, participate in violent video games, they become immune to the true impact of violent behaviour. As violence in video games has no negative consequences and offers "winning" as a reward, they lose the ability to empathize with the victim and are encouraged to think that violence causes no harm to others. Then, it is very easy to transfer this video/game violence to real violence.

According to a research done by scientist in the year 2011, playing violent video games does cause players to become more aggressive. The findings of a new University of Missouri (MU) study provide one explanation for why this occurs: the brains of violent video game players become less responsive to violence, and this diminished brain response predicts an increase in aggression.

"Many researchers have believed that becoming desensitized to violence leads to increased human aggression. Until our study, however, this causal association had never been demonstrated experimentally," said Bruce Bartholow, associate professor of psychology in the MU College of Arts and Science.

During the study, 70 young adult participants were randomly assigned to play either a non-violent or a violent video game for 25 minutes. Immediately afterwards, the researchers measured brain responses as participants viewed a series of neutral photos, such as a man on a bike, and violent photos, such as a man holding a gun in another man's mouth. Finally, participants competed against an opponent in a task that allowed them to give their opponent a controllable blast of loud noise. The level of noise blast the participants set for their opponent was the measure of aggression.

The researchers found that participants who played one of several popular violent games, such as "Call of Duty," "Hitman," "Killzone" and "Grand Theft Auto," set louder noise blasts for their opponents during the competitive task (this shows that they were more aggressive) than participants who played a nonviolent game. In addition, for participants that had not played many violent video games before completing the study, playing a violent game in the lab caused a reduced brain response to the photos of violence (which is an indicator of desensitization). Moreover, this reduced brain response predicted participants' aggression levels: the smaller the brain response to violent photos, the more aggressive participants were. Participants who had already spent a lot of time playing violent video games before the study showed small brain response to the violent photos, regardless of which type of game they played in the lab.

This study shows that violent games does affect children and teenagers’ mentality and it increases the chance of them to have aggressive behaviours. Thus, violent video games desensitize the players to actual violent acts.

Side: Responsible
1 point

I would like to humbly disagree with the respectable speaker(nigeltham) of the proposition team. You brought up a specific case of violent games causing teenagers to behave aggressively. However, I believe that this is a case of extremity and not all teenagers would behave this way due to violent games. You cannot blindly judge the entire teenage population simply based on a single case. I think this is definitely an unfair judgement based on limited facts. Many teenagers can be exposed to these violent games but are still very disciplined in reality. Perhaps the two boys mentioned in the example were already inherent by violent nature way before the episode of actual violence, the computer games could just be a trigger to their violence but does not initiate their pre-existing violent nature.

Side: Responsible
1 point

I play video games myself. I play all types. Horror,Violence,Adventure..You name it. BUT I am NOT aggressive at all , and neither are any of my other gaming friends. In fact , I know a lot of people that game. They aren't aggressive either. I believe video games that involve fighting improve hand and eye coordination , better instincts , and they're amusing.

This statement is over.

Side: Responsible
1 point

Violent video games put ideas in children's mind that they wouldn't normally have thought of on their own. Most kids don't think about stabbing, shooting others, etc. with blood gushing all over the place. Violent games sometimes show the gamer that it's easy to solve your problems by using force. When kids play games like these the violent images/thoughts from these games can stay with them and if they idolized any of the characters from the game they might be tempted to try and imitate them in rl too. Kids really do love to imitate and can be very impressionable.

Side: Responsible
txqueen(20) Disputed
1 point

Video games are not the only thing that contributes; tv, internet, school etc. All play apart in it. I mean that's like saying I love, I mean I really do with a Passion, love the twilight serious, but that doesn't mean I believe in vampires, it werewolves, and I certainly don't think I need to drink blood and never have to sleep. It comes down to the kids psychological makeup if they turn to violence or not.

Side: Not responsible
1 point

According to a new long-term study done by Brock university in Canada, teenagers who play violent video games over a number of years become more aggressive towards other people. That's why I agree that violent computer games result in more aggressive teens. For example, Callum Green fourteen years old teenager from Stockport, hanged himself after playing Call of Duty. In view that it will be better if teenagers stop playing such games. I believe that there a direct relationship between violent video games and aggressive behaviour

Side: Responsible
1 point

If a young child plays them, it creates a subconcious imprint of violence=reward. So, kill, kill, kill= level up and no killing= you get killed.

Side: Responsible
0 points

I agree that violent computer games are responsible for aggressive behaviour in teenagers.

Based on a article by Anne Harding from CNN. "About 90 percent of U.S. kids ages 8 to 16 play video games, and they spend about 13 hours a week doing so (more if you're a boy). Kids in both the U.S. and Japan who reported playing lots of violent video games had more aggressive behavior months later than their peers who did not, according to the new study, which appears in the November issue of the journal Pediatrics.In the new study, Dr. Craig A. Anderson, Ph.D., of Iowa State University in Ames, and his colleagues looked at how children and teen's video game habits at one time point related to their behavior three to six months later.

The study included three groups of kids: 181 Japanese students ages 12 to 15; 1,050 Japanese students aged 13 to 18; and 364 U.S. kids ages 9 to 12.

The U.S. children listed their three favorite games and how often they played them. In the younger Japanese group, the researchers looked at how often the children played five different violent video game genres (fighting action, shooting, adventure, among others); in the older group they gauged the violence in the kids' favorite game genres and the time they spent playing them each week.

Japanese children rated their own behavior in terms of physical aggression, such as hitting, kicking or getting into fights with other kids; the U.S. children rated themselves too, but the researchers took into account reports from their peers and teachers as well.

In every group, children who were exposed to more video game violence did become more aggressive over time than their peers who had less exposure. This was true even after the researchers took into account how aggressive the children were at the beginning of the study -- a strong predictor of future bad behavior."

This shows that violent computer games does and will affect teenagers in having aggressive behaviour. Thus, it is responsible.

Side: Responsible
RyanToh(2) Disputed
1 point

I would like to humbly disagree. Your argument states that many students play violent computer games, and they are generally violent. However, with only these two facts you cannot conclude that the violent games are the cause of the violence. Without clear evidence that the games caused the violent behaviour, we cannot conclude that the violent video games are responsible.

Side: Not responsible
1 point

Good use of research to support your point. Learning point - citing research is only valid when you connect it intelligently with your point. Keep it up.

Side: Responsible
2 points

I dont think so that much. I myself used to play a war game and Im not an aggressive at all. Sure i might get a little angry at times where i could be a little calm but it is a really common feeling that im sure everyone has had.

Side: Not responsible
NGOjunyi(3) Disputed
3 points

I respectfully disagree, as you yourself does not represent the entire population. You are only a tiny fraction of the entire population of gamers, thus I feel that using yourself to justify your point is invalid.

Side: Responsible
Janelle279(2) Disputed
3 points

I would like to disagree with what Star010 has said because different people would have different reactions towards computer games. Thus, you cannot say that it is a common feeling, though you are a teenager, as only a small percentage of people would feel similarly too. However, what about the larger percentage? They might not stay calm when they are angry. This is also because of their family upbringing. Some families are violent, so who can control this? As a result, you cannot say that it is a common feeling that everyone has as this a biased opinion. I think that using yourself as an example is not very good and supportive of your point.

Side: Responsible
JaneyTay(2) Disputed
2 points

I disagree with Star010, as different people have different personalities, different family upbringing, different religions and most importantly different reactions to different things. Thus, I don't think using yourself as an example is very convincing.

Side: Responsible
Natalielim98(4) Disputed
2 points

I would like to respectfully disagree with what Star010 had said. This is because the question is actually asking you whether violent video/computer games are responsible for Agressive behaviour in teenagers and children, however, you cannot disagree to the statement based on only yourself. Yes, you are also a teenager but in order to have a more credible source, you should have data and statistics that show that teenagers and children are actually not affected by it. You should not based on only yourself, that will make it unreliable because you certainly are not the total teenagers and children in this world. Thus, if you are going to only use yourself as the source, I will of course doubt the credibity of the source.

Side: Responsible
Natalielim98(4) Disputed
2 points

I would like to respectfully disagree with what Star010 had said. This is because the question is actually asking you whether violent video/computer games are responsible for aggressive behaviour in teenagers and children, however, you cannot disagree to the statement based on only yourself. Yes, you are also a teenager but in order to have a more credible source, you should have data and statistics that show that teenagers and children are actually not affected by it. You should not based on only yourself, that will make it unreliable because you certainly are not the total teenagers and children in this world. Thus, if you are going to only use yourself as the source, I would of course doubt the credibity of the source.

Side: Responsible
TanHongJie(2) Disputed
2 points

I respectfully disagree with Star010, as the person is only regarding him/her in this statement, this is only the small picture, what about looking at the bigger picture? Look at everyone around you, some might like these violent computer games and some would not. When you say that "you get angry at times where i could be a little calm but it is a really common feeling that i'm sure everyone had" i would only agree to certain extend, as sure everyone would get agitated at times, but however in my opinon the word aggressive to me is that they show violent behaviour constantly, but this statement may not be valid as there is no research or studies which say so.

Side: Responsible
MadelineTeo(2) Clarified
2 points

I would like to disagree with your point. Mainly because, I'm quite sure that the total population of teens in Earth could not possibly comprise of only one individual, which is you. Also you have yet to state whether your age group is in that of the age group stated in the question, which is teens. You have mentioned in your comment that you had once played war games, which means I can presume that you currently do not have interaction with such games. (USED TO) So your current state of mind is quite different from that of the current war gamers. It is unethical to use yourself as a representative for the whole population as each and every individual in the total teen population has different backgrounds, upbringing, way of reasoning and experiences. So, it is sadly unjustified for you to represent the whole teen population.

Hence from these reasons, I question the soundness & credibility of your argument and hope you take these points into consideration.

Side: Responsible
Arshnavi(2) Disputed
2 points

I respectfully disagree with what Star010 had stated. The problem with your point of view is that you are visualizing this situation just by your own acquaintance with video games. I bear respect for your view about violent games not causing aggressive behavior but let’s face it, the fact is, just by one person’s interpretation about something, we cannot conclude that everyone has the same perception as you. We need reliable sources of information, data and statistics to back your statement up as evidence. Moreover opinions are never facts; they are just believes by a particular person. Therefore, if you choose yourself into being the source of disapproval in this debate motion, I would definitely be in uncertainty of the probability of the source.

Side: Responsible
EMinMinT(2) Disputed
2 points

I would like to humbly disagree with what my honorable colleague, Star010 had said.

Firstly, there has to be an evidence to support your point, perhaps a research or a study done by a group of people, concerning many surveyees. This should be done in a larger scale as different people react differently to many problems, thus considering one person's opinion or point of view may not be applicable to all people.

Secondly, here is a piece of evidence to support my view. A 2001 report of the U.S. Surgeon General on the topic of youth violence made a judgment after his research on linking violent computer games and teenage behaviours. Some meta-analyses of the literature — reviewing psychological research studies and large observational studies — have found an association between violent video games and increased aggressive thinking and behavior in youths. And some casual observers go further, assuming that tragic school shootings prove a link between such games and real-world aggression.

Side: Responsible
XuanHui(2) Disputed
2 points

I would like to respectfully disagree with what Star010 has said. Everyone is different and therefore the results from violent video games may differ from individual to individual. WE are referring to the general population of teenagers that play violent video games on a regular basis. You as an individual cannot use personal experience to represent the entire teenage population that plays violent video games.You don't see scientist using personal experience for research right? And you also cannot say that "im sure everyone has had" , there is no scientific proof that all humans have like that psychologically.

Side: Responsible
Gabrielle(2) Disputed
2 points

I would like to disagree with the point stated by star010. She stated that she used to play a war game but is not aggressive at all. This statement is most likely biased as it is based on yourself, your own experiences, it doesn't mean that other people may be like you. They have different minds from yours, so automatically they will think differently of things that they have done, or games that they have played. People have different opinions on it, and it may differ from yours. Thus, it is likely for your statement to be biased.

Side: Responsible
Clarice(4) Disputed
2 points

I would like to humbly disagree with what Star010 had said. Star010 mention that it is a common feeling that everyone has, but do you know that not everyone have the same feeling. People are different. But they have been facts stating that most teenagers are responsible for the aggressive behaviour in teens.

Statistic has shown:

A team led by Nicholas Carnagey asked 257 volunteers to play either one of four violent video or one of four non-violent games for 20 minutes, then watch a 10-minute movie showing real, disturbing violent scenes such as prison fights, police confrontations, and shootings. Before and after playing the games, and while watching the violent scenes, the volunteers’ heart rate and galvanic skin response were measured.

As expected, average heart rates increased after playing the game, whether it was a violent game like Carmageddon or Duke Nukem, or a non-violent game like Glider Pro or Tetra madness. This increase is simply due to the arousal from playing an exciting game. But during the violent movie, the heart rates for those playing non-violent games increased significantly, while there was no significant change in those playing violent games. Since the natural reaction to seeing shocking violence is an increased heart rate, this is compelling evidence of desensitization.

Galvanic skin response is a measure of arousal (you may have heard of its use in lie detector tests). During the movie, there was a significant drop in galvanic skin response for the violent gamers, and a non-significant increase for the nonviolent gamers. Violent gamers were significantly less aroused by the violent images than nonviolent gamers — another indication that they were desensitized by playing the violent games.

This shows that people do get excited when they watch violent video games. Facts stated that 30% of the teens played computer daily, which hence giving them the constant reminder daily that killing is alright, but after a short period of time, those teens will be misleaded, hence from playing video games to harming people.

In colusion, I would like to say that video games are responsible for the aggressive behaviour in teens. It is a constant reminder given to the teens who played it for a long period of time.

Side: Responsible
PangHongJie(5) Disputed
1 point

I agree with JaneyTay, as different individuals may have different perspectives or views on a certain common topic as all individuals have different thoughts because we all grew up differently having unique experiences in our lifes.

To conclude, I would like to humbly disagree with Star010’s stand as you might feel that the violence of a game, for example “Warcraft” might have dealt a certain amount of impact and influence on you, but when another person plays the same game, they might sense a higher or a lower amount of impact and influence the violence in the game had dealt to them.

Side: Responsible
Star010(37) Clarified
1 point

Ok seeing a good amount of people disagree with me i would like to respectfully say they're right. I guess i wasnt thinking of all types of people but I would like to stand by that if a person knows themselves well enough to know that an agressive game will have some kind of effect on them than i dont think they should play it. Like a person needs to know that thats virtual and they're in real life. They have to know to draw the line when it comes to expressing a certain behavior outside of the game. And im elven so i get wrong sometimes

Side: Responsible
2 points

I think that Violent computer games are not responsible for aggressive behavior in teenagers. A study was done in 2010, Dr. Fergusson and Dr. Stephanie M. Rueda ,both European psychologists, they took a sample of 103 young adults and had them solve a “frustration task.” Separating the participants into four groups, the researches had one group play no video game, one play a non-violent video game, one play as good guys in a violent game, and one play as bad guys in a violent game.

They found that the games had no impact on aggressive behavior whatsoever, and that the group which played no game at all was the most aggressive after the task, whereas the group that played the violent games were the least hostile and depressed. The violent computer games are nothing but a tool. Say for example that the violent computer games is the gun and it is placed right in front of the person. The gun itself does not do any damage, it is merely the choice of the person whether he or she wants to use it for harm. This applies to the same concept for violent computer games. People who want to form how their character is like depends on their choice. The games cannot do anything without a medium, it is harmless by itself. Thus i feel that violent computer games are not responsible for aggressive behavior in teenagers, however it is their choice that matters.

Side: Not responsible
MSindhu(2) Disputed
2 points

I would like to respectfully disagree to what PhilisaTan has said. I believe that the research stated in your argument has been only conducted with a 103 young adults.However, i feel that the research should be done at a larger scale because we cannot just conclude just like that. Furthermore, I feel you shouldn't blame a person's choice since there are also many other things that will affect it , which can be bad or good.

Side: Responsible
Hopezm(2) Disputed
2 points

I would like to disagree to PhilisaTan's point on violent video games being not responsible for aggressive behavior in teenagers.

The research carried out on the 103 young adults is just a fraction of the population. The choices made by them might not be the general choices others make because there might be other people who might react differently.

Because, in their book, "Violent Video Game Effects on Children and Adolescents", Anderson, Gentile, and Buckley provide an in depth analysis of one of the recent studies they conducted. In one study, 161 9- to 12- year olds and 354 college students were randomly assigned to play either a violent or nonviolent video game. The participants subsequently played another computer game in which they set punishment levels to be delivered to another person participating in the study. Information was also gathered on each participant’s recent history of violent behavior; habitual video game, television, and move habits, and several other control variables.

The authors reported three main findings:

1) participants who played one of violent video games would choose to punish their opponents with significantly more high-noise blasts than those who played the nonviolent games

2) habitual exposure to violent media was associated with higher levels of recent violent behavior

3) interactive forms of media violence were more strongly related to violent behavior than exposure to non-interactive media violence.

This research conducted gave a whole opposite view on the research made by Dr.Fergusson and Dr.Stephanie M.Rueda. Talking about the gun being used as an example, I do agree that choices are chosen by the people themselves. However, violent computer games is not stating that it will force one to actually choose the option of killing with that gun; however, it makes the person 'follow' and 'learn' from those violent video games they played. A good example would be the popular game played among teenagers these days: Grand Theft Auto. The actions made by the characters correspond closely to real life situations even though in actual fact, it does not. Because, in those games, killing might seem to be a mundane act. The act of shooting random pedestrians on the street is nothing to them. Likewise, the players who are playing them might treat killing as a 'normal' act and thus, this would bring the actions in the game to real life, where they would kill people without much of a second thought. This proves that although the 'gun' might be there and it is the person's choice whether to use it or not, after this person have played these violent video games, they will actually learn from it and thus, use the gun as in what in those games do.

Hence, I conclude that violent video games are responsible for the aggressive behavior in teenagers.

Side: Responsible
minook(2) Disputed
2 points

I respectfully disagree with Philisa Tan.

Firstly, I would like to restate my position by defining the term,responsible.

Not all the violent teenagers' aggression in this world are caused by violent games as you proved in your evidence.

However, you pointed out that it is the choice that matters. You are right that the violent game itself is harmless. However,if teenagers who choose to play violent games and they end up behaving violently, isn't it the violent games that are responsible for their aggressive behaviours?

There is also another point in your comment that needs to be addressed. in your evidence, about the study done by two European psychologists, the duration of the research is not stated.

In one of the studies done by Dr. Anderson, he studied three groups of teenagers from different backgrounds who played violent games and observed their behaviours afterwards. It was found out that there was a gradual change in their behaviours. it took at least minimum of 3months to 6months of observation.

However, you have failed to show specified evidence therefore, it is not convincing enough.

Side: Responsible
RafflesianYT(5) Disputed
1 point

I would like to disagree with philisatan and support Sindhu's argument, it is true that the experiment on 103 adults is not enough, more people should be examined and even different genders should be involved in the tests too. Besides you have not proved that this experiment was true, you have not put up the URL's yet. Definitely it is their choice but how do you know that the people who did not play violent computer games are more violent, they could have been violent since born.

Thus, I feel that this evidence is not credible.

I'm really sorry to find fault for any opponents I have rebutted ok?

Side: Responsible
Clarice(4) Disputed
0 points

I would like to respectfully disagree with what PhilisaTan had mentioned. The gun itself is harmless, but however i you try to teach the person how to use it, they would definitely know how to control it. But once you start teaching them, they would want to try it again and again. Once they played more of those violent computer games, finally they would still get the hang of it.

Side: Responsible
RafflesianYT(5) Disputed
1 point

I would strongly disagree with what claroce had said' but once you start teaching them, they would want to try it again and again.' What evidence do YOU have to say that they would want to try it again and again, have you the statistics? Some people are naturally more calm and peace finding, and will certainly NOT get the hang of it, and instead will NOT want to try it again and again.

Thus, it is not true that people will get the hang of it, let alone wanting to try it again and again.

Side: Not responsible
2 points

I don't think violent computer games are responsible for aggressive behavior in teenagers.

This is because many factors play a part in contributing to a teenagers aggressiveness in themselves.

1. Family upbringing

It is a justifiable that those adults that tend to expose their children to violent games since young may end up having aggressive kids, even if the children do not play the games, just watching their parents play alone is enough to influence them.

Research studies have concluded as more innocent teenagers have been getting violent due to their parents influence. For example, if a parent smokes, their child will most likely be a second hand smoker and pick up the habit in future. This shows that parents play an important role in their children's behavior and habits.

2. Choice and exposure

Sometimes, it is not the teenagers fault that they get violent, it may not be because of video games that cause it. Think about it, two twins, brought up in different environments, one in a notorious neighbourhood and the other at a peaceful village( they have no violent genes) 20 years later, it is found that the child that was brought up in the neighbourhood was far more violent than the one who was brought up in the village. This experiment was añ áçcidental discovery of 'the two twins' who was seperated after birth. This shows that exposure plays a part in a child's behavior. It's also the child's choice whether she wants to be aggressive, different people will react differently in the same circumstance, if one sees a gun, she may just treat it as nothing and ignore it, while another will pick it up and start fighting. This can mean that choices affect teenagers behavior too.

PS: I am really regretful if a there are any misspelt words as I am using my iPhone to type this whole phrase out, thank you for your understanding Mr Deep

Supporting Evidence: Teens are more likely to smoke if parents smoke (www.medicalnewstoday.com)
Side: Not responsible
alif898(2) Disputed
2 points

I respectfully disagree with what RafflesianYT has said, although family upbringing, choice and exposure might cause aggressive behaviour, it's violent computer games which are truly responsible for aggressive behaviour in teenagers.

According to a study conducted by Craig Anderson (PhD in Psychology), constant exposure to violent images can cause viewers to perceive the world as more violent than it is, and also normalizes using violence as the best way to solve conflicts This in turn can lead to misperceptions about threat, they can start to view each other's intentions as more hostile or threatening that they are intended, because they have been conditioned to expect certain things. As a result, their responses to this perceived threat may be more likely to escalate situations towards violence, rather than using more constructive, peaceful ways of resolving problems.

Side: Responsible
RafflesianYT(5) Disputed
2 points

I disagree with what alif898 says: He has just contradicted himself, he disagreed with me that its violent computer games which are truly responsible, he wrote' Although family upbringing, choice and exposure might cause aggresive behavior,' this state ment that alif898 wrote is contradicting himself that violent computer games and responsible. Alif898 was agreeing that family upbringing, choice and exposure causes aggresive behavior too.

Side: Not responsible
Farhan1610(2) Disputed
2 points

I respectfully would like to disagree with RafflesianYT on her point of view on the topic which is family upbringing as I myself think that it all has to do with the teenager itself as for example when your father ask you to do something, would you do it immediately without thinking it through. Of course not right, and i am pretty sure that kids nowadays are more clever and have better common sense then to do what people asks them or not. and for the second point, which is choice and exposure, like i said, kids nowadays are more clever to choose to follow the people around him.

Side: Responsible
RafflesianYT(5) Disputed
1 point

I strongly disagree with what farhan1610 said, do you have the statistics on 'kids nowadays choose to follow people around him' May I know when is it considered'nowadays'? Kids 2 years ago? What age is it considered a kid? How do you know that not all kids do not follow the people around them? Besides, this topic is on teenagers, not kids. I hope you should know that modern teenagers are easily influenced by the people around them especially close friends popular bands. etc, research studies from this website http://www.adoptionarticlesdirectory.com/Article/Peer-Pressure-and-Teens/2866

have found out.

This argument emphasizes that what you said'kids nowadays are more clever to choose to follow the people around him' is wrong in my point of view.

Supporting Evidence: Teens easily influenced? (www.adoptionarticlesdirectory.com)
Side: Not responsible
Clarice(4) Disputed
2 points

I would like to respectfully disagree with what Rafflesian YT had mentioned. She stated that if a parents smoke, their child would mostly likely pick up that habit. Is there any statistics or facts tat said those children whose parents are smokers will definitely pick up that habit?

Side: Responsible
RafflesianYT(5) Disputed
2 points

DID I put in relevant statistics that prove 'teens are more likely to smoke if parents smoke'?

Side: Not responsible
1 point

I would like to agree with what RafflesianYT has mentioned in her first point - Family Upbringing.

According to Olweus (1980) there is a strong correlation between styles of family upbringing and adolescent aggression. He shows that parents’ negative attitude towards children, educational methods involving strength provoke children’s aggressive behavior. If there is constant abuse, violence in the family, it can cause children’s corresponding behavior towards others. As a result children are rejected by society. They are characterized by low self-appraisal and poor results. And they have nothing more to do as to identify themselves with coevals characterized by deviant behavior.

In a nutshell , despite the fact that situational factors have a strong impact on aggressive and violence demonstrations, there are a number of family, educational, social and personal factors that can cause aggressive behavior.

http://www.articlesfactory.com/articles/ writing/adolescent-aggression.html

Side: Not responsible
2 points

Thank you Ramisa!!! :D I agree with Ramisa that there are many causes of aggresive behavior in teens

Side: Not responsible
2 points

I respectfully fully disagree with my honored opposition.

• Brain activity, respiration and heart rate of 40 participants was tested whilst playing Gears Of War 2 and Pro Evolution Soccer.

• The results were surprising, with the football game producing notable rises in aggression, but the violent title inspiring very little in the way of emotional response.

• In an attempt to find out, brand new medical-grade equipment used in hospitals from America was bought

• Costing about $50,000 – to

• Just to look at brain activity

• Found nothing going on at all with those that were playing the violent game.

• The only time you'd see emotional reaction is when [people's character] would die - that's when you get some kind of impact.

• We think these findings lay to bed the argument that violent video games make people aggressive.

Nobody's got experience of massacring people with machine guns except one or two individuals, perhaps. I certainly don't know any.

But lots of people watch football, lots of people have experience of that. Think of the World Cup - we watched some footage of England fans watching that, and they went from being full of national pride and joy to deteriorate rapidly to dejection at the end.

With the sports games, it's like watching someone react like you'd expect them to when they were watching England. The highs and the lows, you know.

What is interesting is when someone commits a foul on purpose. There's all this activity in the brain before they execute it. It's pre-meditated aggression, and leads onto a good point; if you compare that to a kill in a violent game, and we were using Gears Of war 2, there's nothing there. In football, the whole brain lights up like a Christmas tree. Our argument is that people can relate to the consequences of things that mimic real life - which a kill in Gears Of War 2 doesn't appear to do. People know violent video games aren't real.

There's a big group of psychologists in America that do research on violent games - but if you look at it, it's very poor. They don't use good procedure or good equipment, and they sort of set out to prove video games make people aggressive.

Side: Not responsible
Jeannie(2) Disputed
2 points

I would like to respectfully disagree with NGOjunyi of the opposition team. I would like to ask you for your definition of a good equipment. You mentioned that the brand new equipment used to look at brain activity cost about $50 000. May I ask if you are trying to say that a good equipment should be one that is expensive and costly? Also, not having much emotional response during the game, does not show or prove that you will not have any emotional response or develop any aggressiveness after the game. To add on, I would like to clarify that in soccer video game when you tackle an opponent, your main aim is to get the ball, however when you play a violent game, when you fire a shot, your main aim is to kill. Which one is more aggressive? Obviously, the violent game. Thus I would like to reaffirm that violent computer games are indeed responsible for aggressive behaviour in teenagers.

Side: Responsible
PhilisaTan(3) Disputed
1 point

I would like to humbly disagree with NGOjunyi. Although you may have done your research but I want to ask how credible your research is. “A big group of psychologists” you mentioned in one of your sentence. I would like to ask you, who are the psychologists involved? Is it two or three, are they experts? Where do they come from or the department they are in? Since you never mentioned those, I think that it is probably a biased statement and not entirely valid. How do you know that the psychologists are experts when they are probably not? Thus, the research carried out will definitely have different results if the psychologists have different status.

Side: Responsible
2 points

Most people in general give rare events such as teenage shootings to 'justify' that violent computer games are responsible for aggressive behavior in teenagers and that scientist researched effects on their brains

Firstly, how can people make such a haphazard conclusion just by a few rare cases? Maybe these teens have emotion stress or were aggressive to begin with. Of course it could give an idea of what they could do, but does not cause the behaviour as it is their choice.

Secondly, researched effects on their brains after a period of them playing video games might be due to the increase in violent ideas in their minds. This does not link to the topic at the least as their thinking does not represent their actions

The general evidences that are given to 'prove' the above statement are too vague(not to mention not substantial enough) to be taken into account and I thus strongly disagree with the above statement

Side: Not responsible
2 points

Firstly, talking about responsibility, there are many reasons for teenage aggression. Violent computer games fall under the topic of media exposure, together with violent movies ,TV shows and music video. So, I humbly disagree that violent video games are responsible for aggressive behaviour in teenagers since there are many other facts that causes aggressive behaviour in teenagers

Experimental studies have shown that even a single exposure increases aggression in the immediate situation. For example, Kaj Bjorkqvist randomly assigned one group of five- to six-year-old Finnish children to watch violent movies, another to watch nonviolent ones. Raters who did not know which type of movie the children had seen then observed them playing together in a room. Children who had just watched the violent movie were rated much higher on physical assault and other types of aggression.121 Other experiments have shown that exposure to media violence can increase aggressive thinking, aggressive emotions, and tolerance for aggression, all known risk factors for later aggressive and violent behavior.

Psychologists L. Rowell Huesmann, Ph.D., Jessica Moise-Titus, Ph.D., Cheryl-Lynn Podolski, M.A., and Leonard D. Eron, Ph.D., of the University of Michigan undertook the study as a follow-up of a 1977 longitudinal study of 557 children, ages 6 - 10, growing up in the Chicago area. In that study, children identified which violent TV shows they watched most, whether they identified with the aggressive characters and whether they thought the violent situations were realistic.

Secondly, other than violent media exposure, there are various other factors.

A number of individual characteristics have been shown to increase a child's risk for aggressive behavior. These include a difficult temperament as an infant, low intelligence, hyperactivity, impulsivity, and attention problems. Additionally, aggressive children frequently have poor social problem-solving skills: they often misinterpret other children's behavior as hostile, and they are often unable to find non-aggressive solutions to conflicts.

Some characteristics of the home environment can increase the risk that a child will eventually become involved in aggressive behavior. Children and teens who come from homes where parents are coercive or manipulative with their children, provide little emotional support, do not monitor their activities, or have little involvement in their lives are at greater risk for engaging in aggressive behavior. Additionally, the use of harsh punishments or inconsistent discipline has been shown to be related to aggressive behavior in children.

Because of their aggressive behavior and lack of social skills, highly aggressive children are often rejected by their peers. This early rejection is predictive of later aggressive and violent behavior. However, by the teen years, most aggressive youth are not friendless, but have developed friendships with other teens with antisocial attitudes and behavior. Friendships with antisocial peers can be an important predictor of aggressive behavior and violence in the teenage years.Early behavior problems often lead to poor school achievement and school failure, which are important risk factors for delinquency and involvement with antisocial peer groups in the teenage years.

Neighborhood factors that increase the likelihood that children and teens will become aggressive and involved in other problem behaviors include exposure to violence, the availability of drugs, alcohol and firearms, extreme poverty, neighborhood disintegration ( eg: vacant lots, graffiti, crime, drug dealing, and boarded-up houses), and resident views that are tolerant of misbehavior and violence.

Thus I humbly disagree violent computer games are responsible for aggressive teenage behavior since there are so many other factors which are also the causes of such behaviours.

Side: Not responsible
2 points

I disagree that violent computer games are responsible for aggressive behaviour in teenagers. First of all I would like to define the word ‘responsible’ - Being the primary cause of something and so able to be blamed or credited for it. Hence, I refute with the statement as violent games are not the only deciding factor which leads to aggression as genetics and environmental aspects and self-control must be considered as some of the factors that contribute to aggressiveness. Self-control is one of the main aspects because no matter how many violent stimuli in the environment are, self-control can suppress one's violent and aggressive thoughts. I would also like to say that Violent Video games have content ratings that were designed to provide consumers with concise, impartial guidance about the age-appropriateness and content of video games.

I would like to bring about a point that would prove that violence in any medium is INFLUENTIAL. It is NOT an absolute cause in any normal or healthy person. On November 22, 1997, thirteen-year-old Noah Wilson died when his friend Yancy stabbed him in the chest with a kitchen knife. The mother of Noah, Andrea Wilson, alleged that her son was stabbed to death because the Midway game Mortal Kombat that Yancy S was so obsessed about that he believed himself to be the character Cyrax. This character purportedly uses a finishing move which involves getting the opponent in a headlock and stabbing them in the chest. Although Wilson alleged that this was the reason for her son's death, the character Cyrax does not actually perform this move at all. Furthermore, On June 7, 2003, 18-year-old American Devin Moore shot and killed two policemen and a dispatcher after grabbing one of the officers' weapons following an arrest for the possession of a stolen vehicle. At trial, the defense claimed that Moore had been inspired by the video game Grand Theft Auto: Vice City. In both instances, Devin and Yancy were inspired by the character in the video games they were playing showing that they were already interested in violence and was already aggressive – the action that they did were decided by them .

A Danish experiment of 5 to 17-year-olds conducted by Sorensen and Jesson in 2000 suggested that: “The violent elements fascinate some children, but this fascination should not be mistaken for a fascination with violence in the real world. On the contrary, all children in the investigation repudiated real-life violence. The violent elements in computer games are attractive as spectacular effects, but also because they prompt excitement and thrill.” Also proving that, interactivity that can be held up as a trigger for violence may actually be what enforces to the players that this IS a game: “The fact that the player himself must conduct violent deeds – actually makes children aware that their actions take place in a fictitious universe. For children, computer games are in fact ‘games’ with their own rules. From an early age, they are aware that these rules do not apply outside the realm of the game, with the exception that children can include elements and rules from the games in their play."

A child who responds to a video game the same way he or she responds to a real-world tragedy could be showing symptoms of being severely emotionally disturbed. Such research shows us only that violent play leads to more violent play. Some people used to believe that fantasy books were not good for young people because they were not real. They poison the mind and corrupt the morals of the young, who waste their time sitting on sofas immersed in dangerous fantasy worlds. That, at least, was the charge leveled against novels during the 18th century by critics worried about the impact of a new medium on young people. Today the idea that novels can harm people sounds daft. And that is surely how history will judge modern criticism of video games, which are accused of turning young people into violent criminals .What many people used to believe would corrupt the young has in fact brought new ideas and innovations to the world such as computers, robotics, and some modern day medicine which at the time were all considered part of a fantasy world.

As a conclusion, I would say that violent video games are not responsible for aggressive behaviors as genetics and environmental aspects and self-control tend to play a huge role in personality of a person. Some people might have a tendency to be more rebellious and aggressive. Moreover, easier access to firearms in several countries can lead to violent thoughts and behaviors. "Guns can act as a stimulus because it reminds the person of aggressive behaviors seen on television or maybe in real life. If the person does not have a solid self-control, it can lead him to a violent behavior.

“Breeding Evil?" Economist 376 (2005): 9. EBSCO. LaGrange College Banks Library. 3 Nov. 2007. Keyword: violent and games.Mentions that the way the video game industry is looked at currently was the way some books were viewed in the 18thcentury. Says that when the generation of gamers becomes the older generation, focus on video games as a moral issue will shift to something new.

http://asia.gamespot.com- Mentions that there are other factors that lead to aggressive behavior and that they can be deadly.

http://en.wikipedia.org/wiki/Video_game_controversies- where different publicized incidents of video games controversies were found .

http://tech.uk.msn.com/features/articles.aspx?cp-documentid=149575016

Side: Not responsible
1 point

Any person who is unable to grasp that violent themes/plots in a game are purely fictional is already mentally unstable, so no, violent video games are not to blame for aggressive behavior.

Side: Not responsible
2 points

If you're going to down vote this, at least have the decency to make an argument trying to refute it.

Side: Not responsible
1 point

Firstly, I would be stating the definition of "responsible" in the debate topic. This "responsible" is the main blame who is really to blame.

Then I would like to respectfully disagree with the debate topic that violent video games are responsible for aggresive behaviour in teenagers. As every newspaper article Or report they post of killings or aggressive behaviour due to the child playing gaming obsessively recently, they will always put the blame on the game causing the aggressive behaviour and where is the the sense in that???? People like to use hugE words and twist the truth to confuse the average naive person who believes it all and fail to do their own research,simply because a kid goes bonkers and kills 12 people with a chainsaw and no one knows who to blame. It couldn't possibly be the parents,NO! There is no possibility that the kid just insane.NOPE there couldn't possibly other factors that had to do with like if he was beat and molested as a child. Of course not. Oh, he has been playing grand theft auto lately. Besides all this type of adult rated games like grand theft auto and resident evil are not meant to be played by children and teenagers and if the parents allow access to it and IF it affects their behaviour, it is the parents who allow their teenage child or children to blame not the games. People nowadays always find the next thing to blame and not really the main source which is futile and never ending. To think about it, any person who is unable to not that the violent video them in a game are fictitious, is already mentally unstable thus you shouldn't immediately always blame the video games which is what most people do. They are oblivious to the fact that there are other pasuiable cause such as mental stability, parent's use of vulgar language, the quality of home life and a lot other more. Lawerence kutner! And Cheryl k. Olson scad, co-founders of the Harvard medical school center for health and media wrote in their 2008 book Grand Theft Childhood: The surprising truth about violent video games: "It's clear that the 'big fears' bandied about in the press is that violent video games make children significantly more violent in the real world that children engage in The illegal, immoral sexist and violent acts they see in some of these game, however they are not supported by current research. After all, millions of children and teenagers play these games, yet the world has not been reduced to chaos and anarchy. Also given an example, you have to be attracted to something to like it and imitate it in real life. So to put in the context of the debate topic, aggressive people are attracted to violent video games and so the games don't cause violence as they are originally aggressive.

For years, researchers have been trying to tease out the relationship between video game violence and aggressive behavior. A study published in the American Psychological Association journal Psychology of Violence indicates it might not be the games' violent content that sparks aggression but instead their level of competitiveness.

In a series of small experiments involving college undergraduates, researchers had participants play one of two games that were equally matched for competitiveness, difficulty and pace, but one of the games was substantially more violent than the other. The students were told the experiment was about eye movement, not aggression.

Afterward, the students were asked to prepare a hot-sauce mixture for someone who they knew disliked hot and spicy food. Those who played the violent video game were no more likely to create a large quantity of spicy food - an act established in psychological research as being aggressive - than those who played the nonviolent game.

In a second experiment, games were selected on the basis of how competitive they were. After the game playing, participants again took part in the "hot-sauce paradigm" task. Those whose games had been determined to be more competitive were far more likely to create large quantities of very spicy sauce for their poor tasters.

Side: Not responsible
1 point

I would like to humbly disagree with the debate motion, which states that violent computer games are responsible for aggression in teenagers.

My argument is purely based on the logic that firstly, violent computer games itself cannot be blamed for aggressive behaviour in teenagers. Human curiosity is at its peak when people are at adolescent ages. They feel that they are free to try out whatever computer games that suits them best. They may not have self-discipline and choose to play violent games. These computer games often have ratings on their packaging, indicating the suitable ages of people that can play them. The ratings can be used a reference or guideline to whether the game is appropriate. However if the player chooses NOT to heed the ratings, then the problem lies with them. It is the players who cannot make the right choices, that ultimately ends up in aggression in these teenagers. The game itself is harmless (neutral) and is often used as a scapegoat of causing violence. Also there was a case involving 20-year old Devin Moore being arrested for alleged triple homicide. He shot and killed three policemen, and while being investigated at the police station, he mentioned that “life is a video game. You’ve got to die sometime.” He was making a reference to Grand Theft Auto players’ lives, in which players will inevitably die more than one time in their quest to achieve the game objective. This means that he was already mentally unstable and cannot differentiate between virtual gaming fantasies and the reality, and this fact ultimately led to his committing of the two crimes.

Thus I would like to prove my point that it is wrong human choices and possible current mental instabilities of some players, and not the games, that causes aggression.

Secondly, there are many other factors leading to aggression in teenagers, some of which Ï will be raising in this argument. The point is about parents’ bad upbringing of the teenagers. As teenagers, they often follow what people older than them do (i.e. treat them as role models). US researchers from Columbia University College of Physicians and Surgeons surveyed 540 students in 2003 and found out that if a child was ever hit by one of his/her parents, he/she is most likely to see violence as an easy way to solve problems. There may also be too-lax disciplinary practices in the home or parents with low education levels who may be already used to having expletives in the way they speak in front of their adolescent children. Thus, I feel that video games should not be the sole party bearing all responsibility for violence caused in teenagers.

In conclusion to my argument, I feel that video games CANNOT be blamed for violence in teenagers. This is due to the fact that teenagers can choose to play the games without first seeking their parents’ consent or looking at the ratings. (Careless human choices) Also there are a wide range of other factors inciting aggression in teenagers, such as bad parenting.

Side: Not responsible
Huiyoong(2) Disputed
1 point

I would like to respectfully disagree with what 98DesmondAw has stated. He mentioned about parents' bad upbringing of the teenagers. I agree to this statement as parents' play an important part in their child's behaviour. However,The Office for National Statistics looked at nearly 4,950 people over the age of 16 in Britain to find out what they do all day.The findings make grim reading for working parents who already worry that they spend too much time at work - and too little at home.Parents who work full-time spend just 19 minutes every day "caring for their own children".A further 16 minutes is spent looking after their children as a "secondary activity", but this means that they are doing something else - such as the weekly supermarket shop - at the same time. Hence we can conclude that most parents spent little time with their children and thus not able to set a good example for their children.

There are also many violent video games available on the market today and they are relatively popular. friends from school might introduce them to the game and will start to get addicted. Without their parents watching them, they will spend more time on the game more than recommended.

he also mentioned that if a child is ever hit by his/her parents, they will most likely see that violence is the easy way out. However, i feel that the child need to understand the reason as of why their parents are hitting them. Is it because of them not changing their ways when their parents already reprimanded/reminded them many times? Most children do not like getting hitted by their parents hence the punishment would be impactful and next time before the child makes the mistake, he/she will remember that time when they had a painful punishment and they not not repeat that mistake again. However, the parent should not hit the child too often as they will get used to it and not learn from their mistakes.

I conclude that Violent video games has more impact and aggressive behaviour on teenagers.

Side: Responsible
98DesmondAw(4) Disputed
1 point

I would like to humbly disagree with what the honoured opponent of the Proposition Team has said.

You have mentioned about parents not spending enough time with their children and consequently, not being able to set a good example for the children. However, the point which you have provided simply contributes to the list of factors (besides violent computer games) that may cause aggressive behaviour in teenagers. I am opposing the debate motion (i.e. violent computer games are NOT responsible). So you have just provided another point in opposition of the debate motion(parents not being able to spend enough time with their children and consequently not being able to keep an eye on their teenagers). This again, reinforces my stand on violent computer games not being responsible for violence in teenagers.

Side: Not responsible

Violence is not a new habit or trend in society. It has existed for thousands of years and cannot be entirely responsible for teen violence. Video games may enhance or aggravate this act, but it is not responsible for violence

Side: Not responsible
PhilisaTan(3) Disputed
0 points

I would like to humbly disagree with Kelvinstudent. Though there are other factors that will lead to aggressive behavior, violent video is one of them. The debate motion states that, “Violent video games are responsible for aggressive behavior in teenagers.” This debate motion suggests that violent video games causes aggression in teenagers and it does not state the extension of “responsibility”. Thus, I feel that the “responsible” here does not entirely mean that video games are the main cause of aggressive behavior.

There may be many more factors and I believe that one of them has to do with violent games. You said that “Violence is not a new habit or trend in society. It has existed for thousands of years and cannot be entirely responsible for teen violence. “But isn’t the debate motion talking about aggressive behavior? The words “aggressive” and “violent” are two different words. The word “Aggressive” means behaving in a threatening way, ready to attack. The word “Violence” means that physical behavior that is intended to hurt or kill somebody. From this, I feel that aggressive behavior is only a threaten, harsh and crude words struck at another person or gestures that is ready to attack but have not strike yet. Violence is when a person has already struck another. Thus, I feel that this sentence is not really valid.

The National Coalition on Television Violence reported there has been a consistent increase in the number of violent themed video games. These games increased from fifty three percent in 1985 to eighty two percent in1988 (Cesarone, 1994). The agreement amongst researchers on television violence is that there is a significant increase from 3% to 15% in individuals' aggressive behavior after watching violent television (Cesarone, 1994). This suggests that after the number of violent video games increases so does the number of aggressive behavior in teenagers.

Violent video game playing has long been known to increase aggression. This study, conducted by Brad Bushman of The Ohio State University and Bryan Gibson of Central Michigan University, shows that at least for men, ruminating about the game can increase the potency of the game's tendency to lead to aggression long after the game has been turned off.

The researchers randomly assigned college students to play one of six different video games for 20 minutes. Half the games were violent (e.g., Mortal Kombat) and half were not (e.g., Guitar Hero). To test if ruminating about the game would extend the games' effect, half of the players were told over "the next 24 hours, think about your play of the game, and try to identify ways your game play could improve when you play again."

Bushman and Gibson had the participants return the next day to test their aggressiveness. For men who didn't think about the game, the violent video game players tested no more aggressive than men who had played non-violent games. But the violent video game playing men who thought about the game in the interim were more aggressive than the other groups. The researchers also found that women who played the violent video games and thought about the games did not experience increased aggression 24 hours later.

This study is the first laboratory experiment to show that violent video games can stimulate aggression for an extended period of time. This also suggests that violent video games are responsible of aggressive behavior since the ones that did not play violent video games had a sane state while the other group that played violent video games became aggressive after that.

Thus, I feel that violent video games are responsible for causing aggressive behavior in teenagers.

Side: Responsible
Kevinstudent(10) Clarified
1 point

I may have mislead my argument by using aggressive instead of a supplement but I have mixed thoughts around this subject.m I wrote a paper freshmen year in highschool on the effects films have had on society and one of my stressed points was the violent aspects in films. You may or may no pt have heard of the shooting in coloroda during the new dark knight rises movie, but I agree with what some of what you have to say about the direct link of violent video games and violence in teens. What I do not recognize however, is that is the only Kik that exists between teens and violence

Side: Responsible
1 point

I think that violent video games are the cause of aggressive behaviour in teenagers as there can be many other factors that lead to aggressive behaviour.

Teenagers are the people of an age group that is easily influenced or pressured by peers, to the extent that they even trust their peers more than their family. Also, as they mature, they start to form personal opinions on how they view the world and what kind of person they want to be, a person that they view to appear 'cool' or 'beautiful' in the public eye. They also get influenced by what they like to do so that they feel good and happy about themselves, following trends or pressured to think, act and look alike their friends so as to 'fit' into the clique. So, every individual clique would have their own stand on subjects such as fashion, personality, mindset and thinking.

This is all based on a study conducted by several marketers and The report says that 81% of teens (13-17) surveyed described themselves as happy. Teens responded that their relationships with friends and their own abilities and their on line profiles were three areas where they were most happy. Just over half of respondents admitted to worrying about their looks and 50% said looks are very important in terms of respect.

While these may seem like typical teenage responses, some other areas could be termed atypical. The biggest influences on a teen's self image was a boyfriend/girlfriend (84%) or their religion (82%). Friends were also important (79%) but magazines were not (only 38%) and neither were advertisements (33%). While some teens are influenced by magazines, television or movies, it seems that the key in gaining teens' trust is to win over their friends.

Based on a few of the phrases that the Entertainment Software Rating Board (ESRB) uses to describe the content of several games in the Grand Theft Auto series, one of the most popular video game series among teenagers:Blood and gore, Intense violence, Strong sexual content, Use of drugs; Violence in video games is common. More than half of all video games rated by the ESRB had violence, including more than 90% of those rated as appropriate for children 10 years or older. The Pew Research Center reported in 2008 that 97% of youths ages 12 to 17 played some type of video game, and that two-thirds of them played action and adventure games that tend to have violent content.

In an article appearing in the Review of General Psychology in 2010, Dr. Christopher Ferguson of Texas A&M;International University argued that many studies on media violence measure aggression in ways that don't correspond with real-world violence.

Even more important, these associations don't prove cause and effect. He also cited data from federal criminal justice agencies showing that serious violent crimes among youths have gone down since 1996, even as video game sales have soared.

Other researchers have challenged the connection between violent video game use and school shootings. They note that most of the young shooters had signs of anger, mental illness and aggression before the shootings, and that these factors made them more likely to commit violence. So it's harder to accept that playing violent games is a direct cause of violent behavior. When the U.S. Secret Service and Department of Education looked at targeted school violence, they cautioned that no particular behaviour, including interest in violence, could be used to produce a “profile” of a likely shooter.

In conclusion, Video games are not responsible for aggressive behaviour in teenagers. Aggressive behaviour in teens all boils down to influence from negative peer influence. I am not saying that video games are completely not to blame for such results in a teen. However, the choice of whether to follow the negative example all depends on a teen's self conscience and choice, whether wise or not and video games are just like a bait that is unintentionally hung upon a hook that was only meant for entertainment and there never was an intention for it to brainwash the teen into a violent character.

Side: Not responsible
1 point

I would like to respectfully disagree with what phyllis has just said. She claimed that surveys were carried out on the topic. Although there were many results and findings, there was nothing stating who was the survey conducted by. Due to this ambiguity, the sorce may be inaccurate and untrue so i would like to disagree to your point.

Side: Not responsible
Phyllis(3) Clarified
1 point

I would like to ask the honourable member, nigeltham of the proposition team to review what I have just stated again. I did say who the research and surveys were conducted by. Either a group or a person's name has been stated. Hence, I would still like to stand strong on my points.

Side: Responsible
1 point

I disagree that violent computer games are responsible for aggressive behaviour. This is because if we want the violent computer games to be responsible for aggressive behaviour, then all teenagers who play this games must be violent,and all other teenagers who do not play this games must not be violent. This is because if there is just one teenager who plays the games and is not violent, it means that violent computer games will not always cause violence. With this probability, it will mean that violent computer games is not responsible. If there is a teenager that does not play computer games but yet is violent, it show that there are other causes of violence. This means violent computer games are not responsible.

Thus, this shows that violent computer games are not responsible.

Side: Not responsible
1 point

Although violent video games do relate to violence, due to insufficient substantial evidence correlation does not imply causation. Despite video game players being more aggressive than those who don't, there is no concrete proof that it actually causes the violence.

Swedish study concluded that there is a "clear, statistically significant link" between violent videogames and aggressive behavior, but said that a great deal of the research "suffers from serious methodological deficiencies" and fails to establish a causal relationship between gaming and aggression. Furthermore, the few studies that considered other causes of aggression found underlying factors like poor health and family problems that could explain not only the violent behavior but also the great tendency toward playing violent videogames.

Side: Not responsible
1 point

I play videogames. The violent ones are the ones I prefer. I personally can't even kill a cockroach, let alone hurt a person. I've never gotten the urge to kill or hurt anything. Claiming that violent games do is pretty stupid. What about the games that aren't violent? Say Little Big Planet. That sure as hell didn't inspire me to go travel and move shit around.

Side: Not responsible
1 point

I have never met someone who has been prompted to cause violence due to video games. The cases given of teenagers murdering taxi drivers and other horrific crimes are explained by one important and relevant fact: Violent people are violent from the outset. The fact they play games is totally irrelevant.

"Violent computer games are responsible for aggressive behavior in teenagers"

"responsible" - so, video games are the sole reason why aggressive behavior exists in modern society? No. The media has fooled people into believing this. The vast majority of gamers are peaceful, calm and rational people. The very very small minority are aggressive.

Look at it this way. The media will only report on the murders and robberies, and if it so happens they played video games, it becomes common knowledge. If a person who gives their own time to charity is reported upon, no-one gives two hoots if they play video games.

OK, so some games are violent. I play violent games (yes, I am a teenager). I enjoy playing games, violent or not. But I have not had the urge to commit crimes, or aggressive behavior.

Perhaps it's the upbringing, dare I say it. Perhaps it's the global society that we, the West, are brought up in. Perhaps it's the way media reports on violence. Look at the rest of the picture, there's no link between them.

Games with violent aspects, say Borderlands or Bulletstorm,(both of which sparked complaints) aren't provoking anyone to violence. Those who believe playing a violent game leads to violent acts are not seeing it through our eyes:

There is an article, on a gaming website, that looks at this issue. Read the comments. Actually read what they have to say, because half of them say the video shown was powerful enough for them. These are the gamers who signed up to a gaming website - so they must be big fans of games, and almost certainly play violent games.

Rational people are safe with guns. Rational people are safe with knives. It's the irrational people you need to worry about, and thankfully these are in the minority.

Supporting Evidence: Gamers Aren't Violent : IGN (www.ign.com)
Side: Not responsible

I disagree. I play a lot of violent video games (for PS3 not really computer games, but..)... a lot (GTA Vice City, Resistance 2, Mortal Kombat, Tekken 6, etc) and I am not that violent. In fact, I despise violence. The games are just for fun..

Side: Not responsible
1 point

No they dont movies do.You watch Steven Seagal and his bad acting now that influences teenagers.

Side: Not responsible
1 point

the only thing it affects is rage quit. which really doesnt do much if you are not actively doing a rage quit inducing things

Side: Not responsible
1 point

 feelingtruth(2740) Banned

4 points

chess is a game and the object is to kill the king

Should chess be banned?

1 year ago Side: no it shouldn't

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 ola-marzouq(24) Disputed

1 point

are u kidding me , chess is very good game and make the children smart. how ever video games stop the children from thinking .

1 year ago Side: yes it should

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 link6065(732) Disputed

1 point

He's actually right, chesses main idea is a battlefield. It isn't violent as in swinging a sword to do number damage and if you do an attack that brings there number value to -1 his head falls off in bloody drama but, it is still technically a war game. However, it is not a video game and is a board game. Most strategy games are war based and technically violent.

Plus, if you think video games should be banned for being violent I'd also like to turn your attention to video's excluding the game (because video games of today are meant to be like a playable movie) Those would have to be banned as well because if not then your engagement looks to be a biased hate towards video games.

Besides, any boy or girl that (for example) is addicted to the violent video game (diablo 3: which is a game about a bunch of nephilum hell bent on destroying the devil and keeping him from taking over and destroying heaven) doesn't even really constitute a bad idea and even promotes a healthy mentality whilst being violent because of the warring aspect with demonic hoards.

Also, just who are you banning violent video games from? Full grown adults that don't need you to be their nannies? Just some food for thought.

1 year ago Side: no it shouldn't

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 HoldTheMayo(5777)

3 points

Maybe people who complain about violent video games could suggest an idea for a game that is just as entertaining without violence.

1 year ago Side: no it shouldn't

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 ola-marzouq(24) Disputed

1 point

so we have to ban these games and keep away from children because violent games do many problems to there behavior .

1 year ago Side: yes it should

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 Cuaroc(5565) Disputed

1 point

no they don't.

1 year ago Side: no it shouldn't

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 link6065(732) Disputed

1 point

LIAR!!! .

1 year ago Side: no it shouldn't

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 link6065(732)

1 point

Holdthemayo, that will never happen. That would require these people to actually think and that isn't their strong suit.

1 year ago Side: no it shouldn't

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 animedude639(1573) Disputed

1 point

I don't mean to disagree with you, while I agree violent video games shouldn't be banned I disagree with your statement. There are game sthat don't have violence that are just as fun like Zelda,Mario,sonic,etc

1 year ago Side: yes it should

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 HoldTheMayo(5777) Disputed

1 point

I don't know about Sonic, but Zelda and Mario definitely feature violence. Or have we become so desensitized that shooting Gohma in the eye with an arrow or crushing a goomba until all its organs are completely flattened is no big deal?

1 year ago Side: no it shouldn't

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 Cuaroc(5565)

2 points

http://www.usnews.com/opinion/articles/2013/04/29/no-link-between-violent-video-games-effects-and-school-shootings

1 year ago Side: no it shouldn't

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 Nebeling(1120)

2 points

Life means suffering, said the buddha. Nature is a constant struggle for survival, death, violence and aggresion is everywhere. It makes no sense to try to ignore such an obvious truth.

1 year ago Side: no it shouldn't

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 Srom(11693)

2 points

The companies that do make the violent video games will lose money if they banned violent video games.

1 year ago Side: no it shouldn't

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 ola-marzouq(24) Disputed

0 points

I think losing money is much easier than losing humans' souls .

1 year ago Side: yes it should

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 animedude639(1573) Disputed

1 point

what are you saying?

1 year ago Side: no it shouldn't

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 ghostheadX(513)

1 point

Studies show that psychologically they can also beneficial. I mean they can rewrote brains to challenge fear which in the right amount can be beneficial. So not banned but maybe the messages should be changed is what I think.

1 year ago Side: no it shouldn't

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 JadynDonovan(244)

1 point

No, violent video games should not be banned. Just because certain people are influence by them to kill, does not mean it is really the games fault. That individual is simply unstable. The majority of us play violent video games and are perfectly fine. It is a GAME. That is it. If you want to ban violent video games then you might as well ban over half of the movies we watch, yet I doubt people want to do that.

1 year ago Side: no it shouldn't

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 ola-marzouq(24) Disputed

1 point

actually , we should ban every thing is violent . children should not watch the violence in general not just in video games .

1 year ago Side: yes it should

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 JadynDonovan(244) Disputed

1 point

Well then maybe we should just keep our children in little rooms with nothing in them to protect them from the world. Because if you haven't noticed, there is a ton of violence in the world. Banning violence will do nothing to keep them "safe" or protect them from anything. They are going to face reality anyways.

1 year ago Side: no it shouldn't

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 link6065(732)

1 point

He's actually right, chesses main idea is a battlefield. It isn't violent as in swinging a sword to do number damage and if you do an attack that brings there number value to -1 his head falls off in bloody drama but, it is still technically a war game. However, it is not a video game and is a board game. Most strategy games are war based and technically violent.

Plus, if you think video games should be banned for being violent I'd also like to turn your attention to video's excluding the game (because video games of today are meant to be like a playable movie) Those would have to be banned as well because if not then your engagement looks to be a biased hate towards video games.

Besides, any boy or girl that (for example) is addicted to the violent video game (diablo 3: which is a game about a bunch of nephilum hell bent on destroying the devil and keeping him from taking over and destroying heaven) doesn't even really constitute a bad idea and even promotes a healthy mentality whilst being violent because of the warring aspect with demonic hoards.

Also, just who are you banning violent video games from? Full grown adults that don't need you to be their nannies? Just some food for thought.

1 year ago Side: no it shouldn't

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 thouraya ch(69)

1 point

According the American Psychological Association, violent video games can increase children's aggression. Dr. Phil explains, "The number one negative effect is they tend to inappropriately resolve anxiety by externalizing it. So when kids have anxiety, which they do, instead of soothing themselves, calming themselves, talking about it, expressing it to someone, or even expressing it emotionally by crying, they tend to externalize it. They can attack something, they can kick a wall, they can be mean to a dog or a pet." Additionally, there's an increased frequency of violent responses from children who play these kinds of video games.

Dr. Phil also points out that violent video games don't teach kids moral consequences. "If you shoot somebody in one of these games, you don't go to jail, you don't get penalized in some way — you get extra points!" This doesn't mean that your child will go out into the world and shoot someone. "But they do use more aggressive language, they do use more aggressive images, they have less ability to control their anger and they externalize things in these violent ways. It's absolutely not good," says Dr. Phil.

Furthermore, the American Psychological Association says playing violent games correlates to children being less caring and helpful toward their peers. And these effects happen just as much for non-aggressive children as they do for children who already have aggressive tendencies. Children spend a great deal of time with violent video games at exactly the ages that they should be learning healthy ways to relate to other people and to resolve conflicts peacefully.

And, according to the National Institute on Media and the Family, it's not just a concern when it comes to young children. Teenage brains are in the midst of growth spurts, making teens very impressionable. Just when teens are wiring the circuits for self-control, responsibility and relationships that they will carry with them into adulthood, violent games activate their anger center while dampening the brain's "conscience." And think of the more subtle impact: What do you think the effect is when your kids spend time with violence simulators that glorify gang culture, celebrate brutality, lionize crudeness, and trivialize violence toward women?

1 year ago Side: no it shouldn't

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 asdqwe678(93)

1 point

Where is that topic when you need it ... anyway I once looked into a topic says that two cars crashed each other because they wanted to play " Need for speed " in real life , so tell me can you define violent video games when something like that happened ? Need for speed is a racing game, it doesn't contain any blood and gore , yet it caused two grown ups to crashed their cars in real life , so can banning violent video games make difference ? NO !

You should help your kids to tell the difference ! If violent games affect undeveloped minds easily then I'd be a serial killer right now because I've played games like Raiden , Metal Slug , Half-Life and much more of these "violent" games

when I was 7 , but no I'm not and I'm still here and can tell the difference .

1 year ago Side: no it shouldn't

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 Josh117(2)

1 point

No, you guys are assuming video games are the cause of all these crimes that exist in society that have been in said society for many decades. So let us combat these stereotypes with ration and reason.

Firstly, it is no secret humans have enjoyed violence and brutality since the beggining of our conception, such as the Romans watching real humans being decapitated by lions for sport. We exemplify this affection for violence in the modern movies of the past half century as well. As tech progressed it was innevitable that this human trait leaked into the virtual worlds that millions of people go to escape reality every day. And yet even before violent video games were introduced into the mainstream, violent crimes, murders and rapings were still taking place.

I feel that gaming controversy thus far has been nothing more than a scapegoat for lazy parents, because everything in moderation, and also these violent video games all have age ratings on them so the fact that the parent blames the game when he/she allows the child to play the game and doesnt monitor said child enough to restrict his or her play time, seems like the issue lies within the parenting and not the game itself.

About games causing obesity, antisocialness, lazyness, etc, are all personal problems that the individual needs to controll, and usually the case isnt video games causing these traits but instead people with these traits just turn to gaming because it is an easily accessible form of entertainment that provides an escape for the person suffering from those unfavorable traits. Correlation isnt causation.

And the violent crimes being shouldered on games is also not causation, because 67% of american households already play games regularly, so just by the criminal living in america, he already has a 2/3 chance he plays games or lives in an establishment that does. So blaming games for their criminal acts usually stops us from ever getting to the true cause that might be underlying in the context like he might have been diagnosed with a mental disorder, or bullied or parentally abused etc etc.

And finally by closemindedly assuming violence come from games we are immediately ignoring the potential possibilities games can produce for society and its youth as study after study has shown that games can neurologically improve the minds of children and critical thinking skills if implemented correctly in moderation and as a society we are supposed to capitalize on every new technological advancement that comes along.

And its also selfish if you ban those games because parents cant keep them out of the kids hands and by banning them you deny adults any access to this form of entertainment and it is a free country so, bug off.

My main source other than the stats is that i am an avid 16 year old gamer who lives a perfectly normal life and who has friends, is on the honor role, is polite to strangers/adults and plays sports because i have basic self discipline. I must be one of the lucky ones hmm? Go figure, right?

Side: Not responsible

I think most teenagers realize that the violence in video games is just fantasy and on one is to emulate such violence.

Side: Not responsible