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Games

Violent Video Games

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Violent Video Games

 

Youth violence is a topic of concern in not only the United States but also around the world. Youth homicide is still one of the highest causes of death in the African-American population for the youth of 14-24 years of age. Violence among youth is still on the rise. For example, there has been an increase in the proportion the you that admitted having committed violent acts in the recent months and the number still increasing. A significant number of US children and youth play video games. According to NPD Group, more than 97% of adolescents (12-17 years) in the US play video games. However, 85+% of these video games on the market have various forms of violence (Cooper, 2011). This has stirred concern on the effects of violent video games on not only the youth but also the society. Nevertheless, these concerns are restrained by the preservation of freedom of expression. Violent video games fuels precursors to violent behaviour. Playing violent video games may increase bullying among adolescent in schools and their aggressive behaviour towards their peers.

Various efforts can be exploited to limit children’s consumption of violent video games regardless of the opposition form the publication of creative works. Just as other similar risk behaviors are regulated due health effects of the public. For example, smoking cigarettes in public is regulated because it has a dire impact on public health. Therefore, the federal government should enforce regulation of the consumption of violent video games. Limitation of freedom of speed should not be a restraint that cultivates violence in society.

Parental guidance and monitoring are also necessary measures to protect children from violent video games. Most of the young people depend on their parents for their expendable income; thus, parents are directly or indirectly involved in buying video games. Therefore, the ultimate regulation of video games should come from parents. Parents should be cautious about the kind of video games they buy and give to their children. This controls the potential effects of violent video games while it preserves freedom of speech in the form of publication of creative works (Brannon, 2019).

 

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