The murder of video games have harmful effects on the brains of children and teens

The video game industry does business in gold, to the delight of shareholders. Some games, where players are asked to commit crimes, including murder and rape, have negative side effects. The information provided to police chiefs in Canada in 1999 for understanding the impact of such games on the brains of children.

10 years ago, Lt. Col. Dave Grossman spoke to the heads of Police of Canada Congress meeting in Vancouver. Now retired, Grossman has taught psychology at the military of the United States for 20 years. He said the video game murder of FPS (First Person Shooter, who would fire first) simulators are used for driving men to kill. It is the Canadian Press reported that the contents of his communication to the less alarming.

These games produce a desensitization of the topic and develop what former military calls “a reflex homicide. “Making these games in the hands of young people, says he returned to them at a military training level. It offers these children the spectacle of human beings who suffer and die, and they take pleasure in leaves. ”

There are disturbing similarities between the practice of FPS games and packaging which is subjected the military. Grossman is co-authored with Gloria DeGaetano of a book titled “Stop Teaching Our Kids to Kill” (Stop teaching our children to kill). He explained that the action of killing his fellow man is neither spontaneous nor easy to become a soldier could kill, we must lead length, by forcing him to shoot at human silhouettes that arise unexpectedly before him. Must require the candidate to repeat this act thousands of times, until the reflex is acquired conditioning. Following this conditioning, even when the soldier will feel fear, we can expect that the reflex will prevail on his thoughts and emotions.

Few people know that these games FPS develop a conditioned reflex of the same kind of murder simulators used in the army. This reflex would explain why, in the killings occurred in schools of Americans, some young murderers continue to take after having shot people who were humiliated. The young attackers opened fire, and continue to draw like robots. Afterwards, when the police ask them why they have not stopped firing after shooting the victims, they say they know nothing! “But we, Grossman added, we know why: these young people who, in some cases had never used a firearm, had been extensively trained on virtual targets and had already drawn tens of thousands of bullets on their video game console. ”

John Stone, Sheriff of Jefferson County, Colorado, addressed to heads of Canadian police immediately after Grossman. It was he who led rescuers on the day of the massacre at Columbine High School, April 20, 1998. He explained that the two young murderers were both fans of FPS games. After having killed twelve of their classmates and a teacher, they turned their weapons against themselves. Their favorite game was Doom, a game where you hunt people before slaughter. Stone tells his audience that the survivors of the massacre told him: the killers “took evident pleasure to shoot their classmates. At some time in the library, a student asked: “But what do you do? To answer, one of two shooters responded with a smile. “It kills people. The witnesses had the impression that for the killer was a game ”

Eight days after Columbine, inspired by the massacre in Colorado, a student of 14 years of Myers High School in Taber, Alberta, shot one of his comrades and wounded another. Dennis Reimers, the police officer who disarmed the shooter Taber, believes that this murder was inspired by television shows. Two years earlier, in Paducah in the state of Kentucky, another shooting had occurred in a school. The young murderer was addicted to violent video games and watching violent movies often. Relatives of victims have filed a lawsuit against producers and distributors of equipment in question, claiming millions of dollars in damages.

In the United States, the video game industry cites the first article of the Constitution to justify his “right” to profit from violent entertainment. The retired military Grossman believes instead that the Constitution does not guarantee to children 5 years of fun right to blow brains. Faced with an industry that gives primacy to profit $ mental health of a generation of vulnerable youth, Grossman’s opinion does not measure up, at least for the moment. But one day, a majority of parents, educators and civic leaders manage to unite their efforts so that policy makers find the courage to ensure the primacy of children’s rights on the profits of a handful of unscrupulous traders.

Some advocates believe that a video game display more obvious on the boxes of games would indicate the safety precautions with these games. They give absolution to the industry and blame the parents. According to them, if parents leave their children under age 18 play video games for murder, is THEIR problem, not that of society. Alas, the damage to the immature brain also affect the player’s friends, peers, his girlfriend and his children, his colleagues and society. Studies have shown that desensitization affects the young brain for several years, perhaps during his lifetime. Hence the importance for society and for the State to prevent the young consumer, to sharpen their critical thinking and inform parents about the practices of an industry ethics.

The Africans were right: “To educate a child, it takes a village”. On the day when manufacturers and retailers to understand that such games are part of the global village and that the State protect children from games where they are allowed to kill fun?

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