Video game developers and publishers may be creating and marketing violent video games for younger audiences, but they are not to blame for the consequences. With plenty of forms of content awareness for video games; the people who are truly to blame are the parents allowing their children to play these games. In a Harris Poll survey, one third of 2,278 US adults said they allow their children to play any type of game, and two fifths of that said they have no understanding of video game ratings systems. This lack of knowledge or care for the subject is why parents purchase violent video games for their children, and in turn video game inspired crimes should be blamed on them.
Violent video games increase aggression, but they do not lead to violent activity. For several years, politicians have believed that when children enact violence in a video game, they are prone to do the same in real life. While the American Psychological Association’s studies on the mental impact of violent video games have proven that they increase aggression in a verbal or mental setting; this aggression is not seen in their actions. With this in mind, violent video games are not a catalyst of violent behavior, but a scapegoat for it.
Both opening sentences are bold and substantive, Nihlman. Very strong work.
Grade +1
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