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Causal Arguments related to violence/violent video games or movies.
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                                           Introduction
        Violence/violent video games and other violent media, such as films, have been the
center of debate for many years. Research suggests that there are some positive effects that video
games can have on players. However, evidence suggests that aggressiveness and violence may
increase in those who play the games more than 30 hours a week. Many movies that have a more
violent theme usually have an R rating. The question is, should violent video games and other
violent media be rated? As the technology available to create more realistic and detailed virtual
characters has quickly advanced over the years, so has the amount of violence that can be
portrayed in video games. This has led to them being one of the primary targets of public
scrutiny when violent or aggressive behavior is observed. It is important to explore the topic and
think about Causal arguments related to violence in video games and movies.
        There's an undeniable connection between violent video games and/or movies and real-
world violence, but it is often difficult to separate out how much of the violence seen in video
games and movies reflect the real world and how much is simply fantasy violence. The result is a
fuzzy area where sensationalized media representation can easily cross over with real-life events.
Whether or not we call it fantasy, video games and movies have become increasingly violent.
Video games can be a very helpful tool to help children learn and exercise, but with so much
violence in video games, it can also become too much, especially for young children (Bender et
al., 105). Violent video games are everywhere these days. Studies have shown that violent video
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games cause some people to become more hostile and aggressive. Even though studies have
proven that violent video games and violent media affect your behavior, there is still a debate on
whether or not they should be banned completely.
       Another causal argument related to violence in video games and movies is that violent
video games have become increasingly popular and accepted by society. In a recent survey, half
of the participants reported playing a violent video game in the past week, and the most common
age who played a violent video game was 12 years old. In the late 1960s, games such as
"Spacewar" began to appear on computers. These early games aimed only at small niche groups
of people already familiar with computers. Knowing that violent video games can cause harm
and be tied to real-world violence, many parents and lawmakers have tried to take steps toward
regulating their use. One of the most notable attempts in this direction has been the public
proposal made by Hillary Clinton in December 2015. Clinton advocated for a study examining
exactly how violent video games can shape children's behavior.
       A causal argument related to violence in video games and movies is that violent video
games are an outlet to release frustration. This usually results in the player feeling relieved after
they have used their aggression on a virtual character rather than a real person. This can be seen
in those who play the game throughout their week but not on the weekends. A study was
conducted which showed that players become more aggressive when playing a violent game.
When players are in a stressful situation, they release some of their anger by playing these types
of games. It has also been stated in another study that emotional behavior is affected by violent
video games (Ferguson et al., 310). While the results from the studies only show that emotional
behavior is affected by violent video games, more studies need to be done to show exactly how
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emotional behavior is affected. When it comes down to violence in video games, children think
that what they see on screens is cool and exciting.
       A causal argument related to violence in video games and movies is that the media often
fails to educate people appropriately. It leaves out important facts or details that people should be
made aware of. These details give people more accurate information about the topic at hand.
This also goes for violent video games. There are many stories in the news media about violence
being linked with video games, but there are also a lot of inaccuracies. They only tell half of the
story and leave out important details about video games. The study showed that participants who
played a violent video game before a nonviolent game showed more aggression than those who
played a nonviolent game beforehand. New technology has allowed developers to add
increasingly realistic graphics while also changing the interaction capabilities of players. Some
of these changes in realism have taken violent video games to new levels.
                                            Conclusion
       Observational studies have shown that violent video games can cause some people to
become more hostile and aggressive, but there is still a debate on whether or not they should be
banned. Although violent video games are often looked at as a cause of violence and aggression,
there is also an argument for their use in the treatment of psychological disorders. Video games
have been shown to provide an outlet for aggression and can be used as a tool to help treat
psychological disorders.
       One of the best examples might be in the treatment of PTSD. A study was conducted that
showed that virtual reality exposure therapy has positive results on post-traumatic stress disorder
patients. Gaming disorder is characterized by being addicted to playing video games, and it
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causes significant issues in social, academic, occupational, or other important areas of
functioning. Video game addiction is not recognized as a mental disorder in the Diagnostic and
Statistical Manual of Mental Disorders (DSM), though "Internet Gaming Disorder" is under
consideration for inclusion in the next edition of the manual. There is no official, universal
classification of video game addiction; rather, a number of different models have been developed
to describe gaming disorder from a clinical perspective. These models focus on defining specific
symptoms that are key to diagnosing addictive disorders and identifying what components exist
in gamers that might make them particularly susceptible to problematic use.
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                                          Work-Cited
Bender, Patrick K., Courtney Plante, and Douglas A. Gentile. "The effects of violent media
       content on aggression." Current opinion in psychology 19 (2018): 104–108.
Ferguson, Christopher J., and John Colwell. "Understanding why scholars hold different views
       on the influences of video games on public health." Journal of Communication 67.3
       (2017): 305–327.