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Are "video games" contributing factors to all these school shootings?

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  • Mr. Chaple
    replied
    I personally feel that violent video games help prevent violence. In my experience they provide a necessary catharsis for daily frustration and socially unacceptable impulses.

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  • sgtnewby
    replied
    That's just like the old "Well, they murdered so and so because the listen to heavy metal music." I think it's just people trying to find excuses for horrible acts commited by people with psychological disorders that have never been diagnosed. That, and some people are just bad people. I play a lot of first person shooter games, and I played guitar in a heavy metal band when I was younger, and I still play guitar (mostly hard rock and metal). And, I've never gone on a shooting rampage. To me, it's the "It's not my fault" crowd. "Gotta find someone else to blame."

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  • Don of the Dead
    replied
    No. Its the parents who don't teach their kids right from wrong, then let the TV and video games raise their kids for them.
    I watch pretty much nothing but Horror films and I have yet to chop up my neigbors witha chainsaw.

    If it were true, the people of my generation would be dropping anvils on peoples heads from too much Loony Tunes.

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  • CameraMan
    replied
    That's crazy. Millions of violent video games are sold in this country every year and have been for 20 years now. If video games made you want to go out and commit mass murder, there should be mass shootings every single day in every state of the union.

    It's probably rock and roll music that's making the kids all nutso. We should ban the devil music of the Beatles to prevent school shootings.

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  • Are "video games" contributing factors to all these school shootings?

    Following the Columbine school shootings in April 1999, investigators had learned that the shooters were heavily into video games, and had played a lot of "Doom." Its my theory that from a psychological perspective, I believe that violent video games can influence people to act out, and make fantasy into reality. Its a fact that teen agers account for a significant sales in video games. Go to any college campus, and its likely at least 90% of the male students play video games at home when they're not studying.

    After news orgs had revealed that the Columbine shooters played a lot of "Doom," there was an effort to pass laws to require retailers to ask for ID, just like tobacco and alcohol, when purchasing video games. The retail marketing industry is currently policing themselves not to sell M-rated video games to minors, but I've heard that store managers will discretely sell a violent video game, so long as there are no witnesses to the transaction.

    Do you ever wonder how many of these young shooters were into playing violent video games? And that their video games had been contributing factors to their actions?

    I took intro-psychology a few years back, and the textbook had a section on the topic of "identity crisis," which is very common among teenagers and young adults. The author had suggested that the lack of guidance, brought by parents too busy working long hours, had produced a society where more kids are undergoing "identity crisis;" and are susceptible to outside influence of drugs, alcohol, gangs, and other negative influences.

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