Video game violence has been adversely affecting today's teenagers One of the main reasons why individuals become more violent in real life is to play video games. Most violent video games considers violence as a positive element, not a negative element. When an attack occurs in a video game, the player receives compensation without being penalized. This shows that violence is okay, and they will also be rewarded if they try this in real life. "According to the survey of video games, 98% of them were not punished." (According to the survey, children playing at least 40 minutes of matured games each day have over 180 attack events or 5,400 events each month You can see. .
Video game violence does not lead to youth violence and may actually help to suppress this violence. Violent video games have never proved to cause teenager violence. One of the most notable franchises in the history of video games is Grand Theft Auto (GTA). However, since the emergence of the GTA in 2001, juvenile violent offenses have actually declined. (Snyder, Sickmund, 2006) Since 2003 GTA III was released in 2003, the GTA franchise sold 22 million copies worldwide. (Take-Two Interactive, 2004) GTA games have violence, prostitution and unpleasant words. I believe that making young people to play these games is a way to relax and relieve stress. For over 10 years, youth and violent cases are closely related. In the 1990s, youth violence recorded a record high. (Snyder, Sickmund, 2006) Since the announcement of GTA III, we have seen a decline in teenage violence. I think the reason is here.
Video game violence has been adversely affecting today's teenagers One of the main reasons why individuals become more violent in real life is to play video games. Most violent video games considers violence as a positive element, not a negative element. When an attack occurs in a video game, the player receives compensation without being penalized. This shows that violence is okay, and they will also be rewarded if they try this in real life. "In the survey of video games, 98% of aggression was not punished"
5% of video games are scored every year. Discussions on whether aggressiveness of these video games will affect the violence of youth in Japan is fiercely contested for decades. Since the mid-1980s, violence attracting attention is occurring due to excessive use of video games by attackers. However, as in the case of a cold, there is no clear answer about the relationship between the use of video games and teenage violence. Most people believe that using video games has a negative impact