Modified:
13 Jul 2008
by Dhc

Vote totals:

Yes:

50%

No:

50%

Neutral:

0%

 
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Debatewise debate DEBATE: VIOLENT VIDEO GAMES, MUSIC AND FILMS ARE RESULTING IN AN INCREASE OF VIOLENT BEHAVIOUR AND CRIMES IN THE REAL WORLD.

With the recent release of GTA IV, a role-playing game where players must commit crimes including homicide, car theft and drug dealing, the subject of violence in the media has been flung into the limelight again. Fingers have also been pointed at certain genres of music and films which portray violence in an easily accessible and 'glamorous' light. The question is: 'are video games, music and films which show violent content (specifically in a romantic manner) leading to an increase in violence and crime in the real world, especially amongst the youth?'





Debatewise debateVIOLENT VIDEO GAMES, MUSIC AND FILMS ARE RESULTING IN AN INCREASE OF VIOLENT BEHAVIOUR AND CRIMES IN THE REAL WORLD.


Youths are impressionable


Young people are influenced by everything and have less experience so a violent video game with no consequences could have adverse affects on their actions in real life.
The Mortal Kombat example is an erroneous one; it is self-evidently unrealistic. Taking a game such as Hitman or the Grand Theft Auto series would be far better – these are very realistic and to some extent can teach people how to commit certain crimes.

It is absurd to think that something as transient as music or a game could affect a youths life to such an extent. We should stop looking for a scapegoat and give children support from the family in terms of love and proper role models and the government in terms of education.
If children are affected by everything then how are children afected by music such as venetian snares whose music is breakcore.
If children are affected by eveything then can you imagine in 1992 when mortal kombat arrived. I dont remeber trying to fireball my teacher or send electric through my mates head to make him explode.


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Debatewise debateVIOLENT VIDEO GAMES, MUSIC AND FILMS ARE RESULTING IN AN INCREASE OF VIOLENT BEHAVIOUR AND CRIMES IN THE REAL WORLD.


Gun/knife Crime


With knife and gun crime escalating along with the escalating popularity of brutal video games, music and action films, surely there must be a link between the two.

A point has been made that violence has always existed, that it is human nature. The producers of big money media are just realising what an untapped area of the human psyche could be made profitable.
Our interest in crime is why there are such games, music and films, NOT the other way round.
Look at the army. When we’ve had speakers in school they always come across as being in the army is a good thing even on TV the adverts for being in the army. I wonder how many of the people who joined the army as a results of speakers or Tv would follow a video game


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Debatewise debateVIOLENT VIDEO GAMES, MUSIC AND FILMS ARE RESULTING IN AN INCREASE OF VIOLENT BEHAVIOUR AND CRIMES IN THE REAL WORLD.


Realism


The apparent realism in games today makes users mix reality and fantasy.
Music affects people because they can relate to it, if violence goes hand in hand with this then it can make change the way people think

As soon as the person stops watching the film, playing the game or listening to the music then this feeling disappears. It is an unreasonable claim with no evidence.
It is also difficult to assume that realism plays a part when it is largely in the hands of a controller with buttons that need to be pressed. Reality is far removed when you need to press the ‘x’ button in order to pull out a weapon.


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Debatewise debateVIOLENT VIDEO GAMES, MUSIC AND FILMS ARE RESULTING IN AN INCREASE OF VIOLENT BEHAVIOUR AND CRIMES IN THE REAL WORLD.


Saying violent games cause violence is like saying….......


That playing pacman causes obeseity
That owning an animal doll which is pink and changes colour causes animal abuse.
Being in ownership of a baby doll is the cause for a rise in teenage pregnancy

This point should be in the ‘against’ column but otherwise good examples.
Furthermore do objects such as dolls and animals affect the way we think, or do they exist because of our nature?


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Debatewise debateVIOLENT VIDEO GAMES, MUSIC AND FILMS ARE RESULTING IN AN INCREASE OF VIOLENT BEHAVIOUR AND CRIMES IN THE REAL WORLD.


Parents are responsible for raising their kids correctly.


For one, the parents do not have to buy the game.

The parents have a responsibility to their children, to help them understand the difference between fiction and the real world. It sounds like a simple distinction, but if not established the boundaries of acceptable behaviour break down, especially during puberty when there is an increased urge to perform risky behaviours.


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Debatewise debateVIOLENT VIDEO GAMES, MUSIC AND FILMS ARE RESULTING IN AN INCREASE OF VIOLENT BEHAVIOUR AND CRIMES IN THE REAL WORLD.


There has always been violence


The fact that it is on the rise especially amongst youths is an indication that the two are linked

violence has always existed in the world. One can argue it’s been bloodier and merciless for a long time before video games were even invented.


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Debatewise debateVIOLENT VIDEO GAMES, MUSIC AND FILMS ARE RESULTING IN AN INCREASE OF VIOLENT BEHAVIOUR AND CRIMES IN THE REAL WORLD.


Incorrect scapegoat


However it still affects people and is part of the problem and shouldn’t be ignored.

We are focusing on the wrong aspects. The problem lies in the upbringing of the person who committed the crime whether it be in the home or in the community.
Responsibility lies with parents – many people play these games and do not conduct themselves violently – the difference is in their upbringing.


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Debatewise debateVIOLENT VIDEO GAMES, MUSIC AND FILMS ARE RESULTING IN AN INCREASE OF VIOLENT BEHAVIOUR AND CRIMES IN THE REAL WORLD.


Majority Vs Minority


However the minority of violent individuals still exists and if games or music or films are causing them to behave like this then it is still a problem.

The amount of people who play the game or listen to the music or watch action films compared to the amount of violent individuals whose scapegoat is this media it is very small.


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