Summary:
Discusses the effect of computer gaming on children. Argues that many of the problems are caused by parents rather than the gaming industry.
Over the years in national history, since the phenomenal uprising of billionaire Bill Gates and his introduction of Microsoft, America and many countries alike have taken many advances in the breaches of technology. Many countries have developed a major dependency on computer systems in everyday life. However, in a way, computers have not only become an aide to the human race but also a destructive force in the development of the world's children. Over the years, computer games have become the latest craze among children and teenagers. Many computer games have developed innate graphic detail, unruly realism, and teach children barbaric techniques of behavior.
December 1, 1997, in West Paducah, Kentucky, 14-year-old Michael Carneal shot and killed three while wounding three others at Heath High School. Allegations have been made that violent computer games and/or violent videos were to blame for this incident ("Do Violent..."). This is untrue. While these games do have the ability to teach a child they are not, in case, responsible for the dereliction of civil behavior.
Parents have watched catastrophic events like the shooting in Kentucky and several other schools across the nation in terror. Afterwards, parents struggle in terrible dismay to find reason for which their child would resort to such violent acts or rage, and where their child could possibly have learned such artistry. However, never once do parents ever turn their heads towards themselves. Miraculously, most, if not all, these kamikaze events end in several lawsuits to the manufacturers of these computer games. "Your video game taught my 10-year-old boy to kill." What, does one ask, is a 10-year-old boy doing with such a game"
A child's mind is very easy to mold and shape, hence the reason children begin school at such early an age. A young mind is eager to learn and will retain information very easily. A child's first and foremost teacher in life is his or her parents. Children are quick to repeat or mimic what is seen being done or taught by their parents. If a parent buys their child a computer game containing raging acts of violence and allows them to freely witness this gruesome behavior, how can one point a finger at the game being at fault? It simply can't truthfully be done.
To avoid these computer games violent effects, bans and lawsuits simply will not work. There will always be that one loophole that lets others through. A proposal is being made for parents to better monitor the viewings of their children in order to prevent the learning of such vile behavior. "I saw it on a video game," should no longer be an innocent excuse. Desensitizing children only leaves room for learning new and brutal behavior tactics. If at the young age when the mind learns most of its primary habits right and wrong is established, the correct behavior is often the beneficial product. Thus, when a child reaches maturity and discovers these games, a sense of reasoning early learned establishes a sense of awareness that the game is just that: a game, not be mistaken with real life. Removal of these games only raises the desires for small hands to take hold of the forbidden object; knowledge is power.
This is the complete article, containing 533 words
(approx. 2 pages at 300 words per page).