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Gears Of War - Essay

Gears Of War

Berrah Shere
Mrs.Hatridge
English 3 Honors, period 2
May 21 2010

Gears of War: Dilemma of the Youth

Video games provide activities among children who are attracted to visual effects and the ability to control players and games. Violent video games provide alternatives for children to let their rage out or just to let the time pass using destructive weapons on other players. Children sit on couches for hours manipulating their character that could be the protagonist or antagonist and have no care in the world because all they want is to create havoc in a world outside of reality. This could bring them pleasure and delight rather than spending their time related to non-violent ...

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and fighting, but it was noticed that children were "...not yet a demographic majority." (Gamespot website). Children were not interested in the repetitive and simple style of execution, but once the popular "Legend of Zelda" was produced, people could not take their minds of eyes off the "...character-slaying violence."(Gamespot website). Children are drawn in by the visual and sound effects. But it isn't just the visual content that persuades the youth, it is also ratings of the game. The more restrictions applied to a certain game, the more they desire it. Ratings such as "E" meaning "everyone" implies that the "content is suitable for ages 6 years and older." (Palo Alto Medical Foundation website), but ratings such as "M" meaning mature implies that it is full of "intense violence and stronger language" (PAMF website). These rating symbols provide children with warnings that inadvertently spark their curiosity and develop their need to play such game. Even with the rating ...

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the right decision, but the problem is we could never officially predict the outcome of our choices. These strike fear among adolescents who feel it is better to continue living a life of fantasy rather that reality and therefore become their character.

Violent video games increase the risk of bullying and hostility among juveniles, especially males. Young boys are seen playing those certain kinds of games the most. Studies show that males usually are associated with mischievous activities at an early age, such as pulling pranks or disobeying the rules. They begin learning the acts of violence as a means of amusement because they grow up watching their television role models in ...

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PAPER DETAILS
Added: 6/11/2013 06:05:14 PM
Submitted By: swtsugr13
Category: Psychology
Type: Premium Paper
Words: 2029
Pages: 8

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