barmanAdults across the globe claim that video games increase violence but this is not true for the majority of teens. 

Over the years, video games have evolved incredibly. They are now way past moving blocks on a screen and bouncing a white ball between two figures. Today, games depict gruesome scenes of gore, strong language and sexual themes. The fact is that a large number of the people in possession of these games technically aren’t even allowed to purchase them; the nation wonders if this should be allowed. What exactly is the effect of all this adult content shown to minors?

Interestingly, a spike in violent video game popularity has been brought to attention all across the nation. The video game market grossed 65 billion dollars in 2011 and one billion of that was contributed by the single highest selling video game of all time, Call Of Duty: Modern Warfare 3. The game shrugs off civilian deaths and the fall of easily recognizable landmarks are witnessed by young children. Further, according to a study conducted in 2008 by the Pew Internet and American Life Project, 97% of all teenagers aged 12 to 17 play video games. Among all students surveyed, popular alien shoot-em-up Halo 3 was ranked number two in popularity.

Violent video games have even recently come to the attention of legislators. Iowa Sen. Chuck Grassley noted that violent video games were used as an opportunity to allow Norway shooter Anders Breivik to hone his skills before he went on his murder rampage that took 77 lives in 2011. Specifically, he pointed out the popular video game franchise Call Of Duty.
Out of personal experience, I have been playing video games since I was six and I have never noticed an anger spike or violent phase as a result of my playing. This is the most common case; only the few off-beat cases stagger statistics. Usually, the worst result is a bit more attitude from an already angsty teenager or a small schoolyard fight according to the Academic Press in 2004.

I believe video games can be a very productive and constructive way to express oneself and escape from reality. There is not another industry that can create companies like Rooster Teeth and Machinima, who were born from a couple of kids creating full length TV shows by putting voices over player-controlled video game characters.

People may look at the games I play and see just a bunch of 15-year-olds running around and shooting at each other, but I see  much more. Some of these games took me on adventures and strung narratives through my head that I will never forget. I have explored an underwater city discovering it’s secrets, I have prevented countless numbers of world wars, and overall I have achieved a better outlook on myself. For the two hours that I play these games I feel invincible and my worries release. Sadly, most of these games are not rated for teens, and if it wasn’t for my parents confidence that I can control myself, I would have never picked up a controller.

The video game industry is one essential to the world economy and removing a large chunk of customers by restricting the sale to minors wouldn’t accomplish anything. Violence is accessible to children by many mediums including movies and TV. Video games should be viewed less as a means of spreading violence and more as a interactive, creative way for kids to relieve stress and have fun.

Alex Troutt / Staff Writer

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