Video games have become part of our culture in America as well as around the world. There is a wide variety of video games to play, such as sports, non-violent and violent games. The most dominant genre of video games that sells more than all others is the violent video game. It's hard to explain why they sell more than all other genres, but one reason could be because they allow users to turn their aggression into something simple that may cause less anger for that person. More recently video games have begun to be used as recruiting tools for branches of the United States military with games such as "America's Army". One of the most popular video games of all time was Call of Duty Modern Warfare 3. Despite being one of the most violent video games ever, it sold in record numbers. Video games mainly focus on the main character as male, while female characters are usually in the background. The government has had limited success in regulating video game content as it is seen as a form of censorship. Many people counter by arguing that violent crimes have actually decreased in the United States while video game sales have increased, which makes all of this unrelated. Raising children in a society where killing a person on TV is acceptable could cause some problems in the long run. When you shoot someone in a video game, you respond unharmed, but when you shoot someone in real life, they're gone forever. Due to the easy availability of video games to children, more and more children are involved in violent crimes. Violent video games enable the use of violence while hiding realistic consequences (Funk 2). Even though violent video games can lead to real-life violence, video games can still serve as learning… halfway… or not, or if they are suitable for children. Work Cited Anderson, Craig. “Video Games and Aggressive Thoughts, Feelings, and Behaviors in the Laboratory and in Life.” Journal of Personality and Social Psychology. s 78.4 (2000): 772-790.Atwan, Robert. America Now Short readings from recent periodicals. 7th edition. and. Boston: Bedford/St. Martin 2007. Calvert, Sandra. Amy B. Jordan and Rodney Cocking. Children in the digital age Influences of electronic media on development. Westport, CT: Praeger, 2002. Funk, Tracie Pasold, and Jennifer Baumgardner. How children experience video games. Pittsburgh: Carnegie Mellon University, 2003. 1-14.Lemmens, Jeroen S., Brad J. Bushman, and Elly A. Konjin. “The Appeal of Violent Video Games to Aggressive Low-Educational Adolescents in Two Countries.” CyberPsychology and Behavior s 9 (2006): 638-641. April 13. 2008 .
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