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"Should Violent

Video Games be
Banned?"

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1. Violent video games have been a subject of
controversy for several decades, sparking a
debate about their impact on players and society
as a whole. This topic explores the various
aspects of this debate, weighing the arguments
for and against the potential banning of violent
video games.
Agenda

• Problem
• Solutions
• Conclusion
• References

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Backgrounds

1. Violent video games are interactive digital entertainment


that often includes explicit depictions of violence, gore, or
harm. The controversy surrounding them centers on the
concern that they may contribute to aggressive behavior,
particularly in younger individuals. Critics argue that
exposure to violent content in these games can lead to
desensitization to violence, increased aggression, and
potential harm to society, while proponents of video game
freedom assert that there is insufficient evidence to support a
ban and that such restrictions infringe on personal freedoms

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Problems

1. The core issue lies in finding a balance between the potential harm that
violent video games may cause and the rights of individuals to consume
media of their choice. The key concerns include:
2. Potential Harm: Critics argue that violent video games can influence
players negatively, making them more prone to aggression or
desensitization to violence.
3. Personal Freedom: Proponents stress the importance of individual
freedom, arguing that people should have the right to choose the media
they consume without government interference.
Possible Solutions:

• To address this complex issue, several potential solutions have been proposed:

 Regulation and Age Restrictions: Implementing stricter age restrictions for


purchasing and playing violent video games to limit access to younger
individuals who may be more susceptible to their influence. This approach
aims to protect children from potentially harmful content.

 Parental Involvement: Encouraging parents to be actively involved in


monitoring and choosing games for their children, thereby taking
responsibility for their exposure to violence in video games. Education and
awareness campaigns can support this effort.

 Further Research: Conducting more comprehensive studies to better


understand the potential effects of violent video games on players, including
their short-term and long-term impacts. A deeper understanding of the issue
can inform policy decisions more effectively.

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1. Conclusion:
2. While a complete ban on violent video games may be
considered too extreme, the debate highlights the need for
a nuanced approach. Regulation, age restrictions, and
parental involvement can help strike a balance between
freedom of expression and potential harm. It is essential to
consider various factors, including age-appropriate
content, parental responsibility, and ongoing research to
make informed policy decisions.
 Anderson, C. A., & Dill, K. E. (2000). Video
games and aggressive thoughts, feelings, and
behaviour in the laboratory and in life.
Journal of personality and social psychology,
78(4), 772-790.
 Entertainment Software Association. (2021).
Video Games in the 21st Century: The 2021
Report. Retrieved from
https://www.theesa.com/esa-research/video-g
ames-in-the-21st-century/
 Ferguson, C. J. (2015). Do angry birds make
for angry children? A meta-analysis of video
game influences on children’s and
adolescents’ aggression, mental health,
prosocial behaviour, and academic
performance. Perspectives on Psychological
Science, 10(5), 646-666.
This expanded overview provides a more
comprehensive understanding of the debate
References
surrounding the potential banning of violent
video games.

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