On 20th April 1999, Columbine High School was attacked. Two male strikers Eric Harris and Dylan Kelbod killed 15 people and 21 people were injured. This case was called the most serious mass murder on the high school campus. After the incident, problems like gun control, bullying, and the influence of intense digital media were caused as well as the cause of such a tragic incident. Since this incident, other people liked such cases, such as 27 people were killed in Sandy Hook Elementary School.
Violent media - especially violent video games - blunt children's perception. Many popular games are similar to modern military training techniques that kill soldiers with insensitivity. For example, in World War II only about 20% of soldiers could shoot enemies. However, during the Vietnam War, 90% of soldiers could not hesitate to shoot. This change is due to a new training program, including enabling soldiers to practice shooting people instead of bulls (Grossman and Siddle, 1999). Realistic video game violence makes children as insensitive as it does, brings automation - or behavior learning, making it reflective -
In resolving recent school shooting, governor Bevan condemned the entertainment industry, especially violent video games. They "cause people to lose their sense of living value, the dignity of human dignity." Like most conservatives, Bevin claims to believe in free and unregulated markets. They insist that industry regulations impede the company's sales capacity, increase operating costs, thereby curbing the economy and reducing employment. If the government can get rid of difficulties only by abolishing the regulation, the company will prosper, the economy will grow, and everyone can get enough employment. Based on this theory, one of the main objectives of the Bevan government is to reduce commercial regulation.
When repeatedly exposed to real life and entertaining violence it is believed that the process of cognition, emotion and behavior change, which may lead to insensitivity. The purpose of this research is to judge whether there is a correlation between exposure to violence by real life and media and sensitivity lowering, which is reflected in related characteristics. 150 fourth and fifth grade students completed attitudes toward realistic violent acts, media violent acts, sympathy and violence. Regression analysis shows that exposure to violence in video games is only associated with (lower) sympathy. Exposure of video games and movie violence is all related to a stronger creative attitude. Although there is no research on causality of this design, the tendency to enthusiasm for playing video games, strong participation, and conversion to fantasy games may explain the negative effects.
Exposure to violence by video games, TV, movies, the Internet in real life: Are there desensitization?