im doing a research paper on the effects violent video games have on adolescents and i need a thesis statement
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Violence and conflict have always been inherent in the human psyche, as well as being a primal component of human nature. In the video-game market, ever-increasing levels of violence have become a landmark trend for the development of future games.\nThough this is gravely concerning, we can but wonder the following:\n\nDo these games foment and harbor violent behavior, or\ndo these digital simulations of violence allow adolescents to vent and eliminate violent conduct through controlled, fictional means?
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I was doing a research on Internet Security and needed to collect data on user's habits and user's lack of security consciousness.\n\nFor the study to be truthful and representative, I needed to track the user's actual response. The study aims to show the average length of time it takes for unusual activities to be eventually identified and dealt with.\n\nSuch studies will help the nation to prevent more serious crime like "terrorism". An advisory document will be produced and submitted to the relevant authorities as recommendations.
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Ask your local university library for this article:\n"Violent Music Lyrics Do Not Usually Cause Lasting Harm" by James K. Fitzpatrick. Media Violence. William Dudley, Ed. Opposing Viewpoints® Series. Greenhaven Press, 1999. Reprinted from James K. Fitzpatrick, "Can Teenagers Survive Marilyn Manson?" New Oxford Review, November 1997, by permission of New Oxford Review (1069 Kains Ave., Berkeley, CA 94706). Copyright © 1997 New Oxford Review.\n\nand this one:\n"Studies Have Not Established a Link Between Rap Music and Youth Violence" by Becky L. Tatum. Media Violence. Louise I. Gerdes, Ed. Opposing Viewpoints® Series. Greenhaven Press, 2004. Becky L. Tatum, "The Link Between Rap Music and Youth Crime and Violence: A Review of the Literature and Issues for Future Research," Justice Professional, vol. 11, February 1999, p. 339. \n\nI got these references from a subscription database that a university library should have called Opposing Viewpoints.\n\nThis will be a hard argument to make as most valid research shows that there is a correlation between heavy metal and rap music and lower grades, discipline problems, drug use, teen sex, suicide, etc...  I suppose you could argue that the types of people who would display negative behavior would do so regardless of what music they listen to.  They listen to heavy metal because it mimics their feelings they already had.  So, listening to HM could be a consequence, not a cause.  Good luck!
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I think violent and sexual video games, and violence on TV and in films are having a negative effect on many young people. Since children are going to be exposed to some of this, no matter how hard we try to protect them, we must teach them moral values. That video games and movies are not real. If you shoot someone in real life they really die. They don't come back to life in some other show. We need to teach them to have respect for themselves and others. We need to sit down and watch TV with them. Find alternative forms of entertainment (go outside, to park, play games, camping, etc.). Children learn a great deal by what they see their parents do. They are like little sponges soaking everything up. They copy what they see. So, it's up to us to decide what they see.
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Just try Googling "gambling sports" and maybe the words "discussion debate morality ethic" and see what comes up.  It's a common enough topic of discussion.  Try your local librarian, too - they are really very good at what they do, they want to help you more than I do, and it's free!
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Other than violence? Well tv and internet is in almost every household in north america, therefore, the impact is significant.  In addition to easy accessability, parents seem to be busier with their own lives and less involved with their childrens. This combination is not a positive one, kids at incredibly early ages feel as though they know everything there is to know, and often they have absorbed much info, unfortunately too much of which is of a negative nature. In addition, our young people have not had the opportunity of much life experience to go along with all of the knowledge and ideas being blasted at them. Essentially, the old players who used to have the big impact on our kids, parents, teachers, churches, neighbours, etc., no longer have as much influence.  As a result, life ends up imitating art, as the kids have much more interest in what's on the tube or internet than they do from the old community staples of learning values. Again, with limited life experiences to sort out all that they have learned, as quickly as they have learned it, at the very least makes for a very confusing time for them, and in the extreme causes real issues more often than not bad behaviour stemming from lack of understanding real life. I do not believe that this is ever going to be an overly positive step in our evolution as it is clear to me that it is becoming harder and harder for kids today to differentiate between "entertainment" and real life.
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See if there is info in this thesis.\n\nhttp://www.lib.ncsu.edu/theses/available/etd-05242004-083438/unrestricted/etd.pdf
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You might be interested to check out a website that does research on topics such as this-- It's called Project Implicit, and it's an ongoing Harvard study. I found out about it while reading the book, "Blink", by Malcom Gladwell. (Great book, by the way-- I enjoyed it more than his other one, "The Tipping Point") You can register (it's free and quick) and participate, and/or see results of past studies. It has things that are race-related, gender related, and sooo much more-- really interesting stuff!! -- I'm going to post it as a new topic, for those who might find it of use-- I hope you're getting the answers you were looking for! -- Also, my thoughts on all of the above are pretty standard, as I have some Aboriginal blood in me- (MicMac) -- I'm curious as to why you posted the question, though, as there may be those who answer with the stereotypical racist comments-- Anyway, I hope the site gives you more information to satisfy your curiosity-- I have to say, it does make you THINK, and can challenge what you thought you knew about yourself!-- Bye for now, have a great week!\n\nhttps://implicit.harvard.edu/implicit/research/
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Computer and Video Game Addiction \n\nComputers, video games, and the Internet have become entrenched features of our daily lives. Computer use has reached beyond work and is now a major source of fun and entertainment for many people. For most people, computer use and video game play is integrated into their lives in a balanced healthy manner. For others, time spent on the computer or video game is out of balance, and has displaced work, school, friends, and even family. \n\nWhat is computer and video game addiction?\n\nWhen time spent on the computer, playing video games or cruising the Internet reaches a point that it harms a child's or adult's family and social relationships, or disrupts school or work life, that person may be caught in a cycle of addiction. Like other addictions, the computer or video game has replaced friends and family as the source of a person's emotional life. Increasingly, to feel good, the addicted person spends more time playing video games or searching the Internet. Time away from the computer or game causes moodiness or withdrawal. \n\nWhen a person spends up to ten hours a day or more rearranging or sending files, playing games, surfing the net, visiting chat rooms, instant messaging, and reading emails, that easily can reach up to seventy to eighty hours a week on-line with the computer. Major social, school or work disruptions will result.\n\nSymptoms of computer or video game addiction:\n\nFor children: \n\nMost of non-school hours are spent on the computer or playing video games. \nFalling asleep in school. \nNot keeping up with assignments. \nWorsening grades. \nLying about computer or video game use. \nChoosing to use the computer or play video games, rather than see friends. \nDropping out of other social groups (clubs or sports). \nIrritable when not playing a video game or on the computer. \nFor adults: \n\nComputer or video game use is characterized by intense feelings of pleasure and guilt. \nObsessing and pre-occupied about being on the computer, even when not connected. \nHours playing video games or on the computer increasing, seriously disrupting family, social or even work life. \nLying about computer or video game use. \nExperience feelings of withdrawal, anger, or depression when not on the computer or involved with their video game. \nMay incur large phone or credit bills for on-line services. \nCan't control computer or video game use. \nFantasy life on-line replaces emotional life with partner. \nThere are even physical symptoms that may point to addiction: \n\nCarpal tunnel syndrome. \nSleep disturbances \nBack, neck aches \nHeadaches \nDry eyes \nFailure to eat regularly or neglect personal hygiene \nFor the computer or video game addicted person, a fantasy world on-line or in a game has replaced his or her real world. The virtual reality of the computer or game is more inviting than the every day world of family, school or work. With the increased access to pornography on the Internet and in games, this fantasy world may be highly sexual. \n\nThe first step to healing is to recognize the symptoms. Help from a professional is often needed.
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Try these URL's.  Good luck\n\n\nhttp://www.sbceo.k12.ca.us/~ims/techcen/EETT/ImpactofET.pdf\n\nhttp://technologysource.org/article/impact_of_computers_on_schools/\n\nhttp://courses.wcupa.edu/fletcher/english121/projects/10b/jessy.htm\n\nhttp://www.ncrel.org/tech/effects/intro.htm
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I work with youth aged between 10 and 19, and whilst every child is different the main link between them is the act of violence. Violence is a part of humanity, and more commonly in youth when they feel they can't get there point accross violence prevails. It is a part of communication between the youth, they are old enough to communicate in better ways but are not emotionally and sociolly developed enough to find a better way of trully getting a point accross. Video games, movies also portray violence in this way (do this and u'll get your way, you'll get respect). It was a part of youth in the past, a part of the youth now and will be a part of youth in the future.
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Yes and no but mostly no.  Some people that are susceptible to influence are likely to be influenced by almost anything.  There are religious fanatics that have killed others and even themselves; there are violent movies, books, family, and so on.  If we are to blame a video game, what is next?\n\nNow, it is easy to point a finger but that is just an excuse (the Twinkie defense).  There are those that will blame anything or anyone for their actions but themselves and as a society we must question our reactions.  Should we take the word or some psycho freak and blame someone else or make the psycho take responsibility for their actions?  I think you can probably tell where I stand.  If they have that little moral grounding or that shallow of a grasp on reality I think it is indicative of a larger problem, but they should still be the ones to burn, not the games :)
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I am 17, but have been playing "violent" video games since I was about 14.  My mother hates them, but she never seems to acknowledge the fact that I have never been in a fight, even when someone hits me.  That has started to change, but only to a self-defence point, and because I had problems with self-esteem.  There is no direct correlation between violent video games and violence in real life.  If you're smart enough to know the difference, they are harmless.  I think children younger than at least 14 shouldn't have access to them, but when I think of the politicians who are using this as political tool to ban them, it is infuriating.  Even if you look at Columbine and the other school shootings, there are so many factors that contributed to wackiness that you can't just single out the fact that they played Doom!  They were abused or neglected, and teased at school.  I was teased too, but I dealt with it better.  Do you know how many guys out there play Doom?  And just how many of them have shot anyone?  It depends on your definition of "minors", but banning them completely until you're eighteen is really stupid.
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Unlike educational softwares, popular entertainment softwares include games based upon violent themes. Statistics show that the objective of most of the popular games is violence. But parents are not aware of this violent nature of the games their children are so fond of.
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1. Say that the vast majority of people that play violent games actually are influenced by them. I'm guessing 0.0001 percent - 1 in a 1000000 actually do something. And, those people are probably mentally ill and should not be playing the games in the first place.\n\n2. Say that it is the parents responsibility to see if their child is playing bad games.
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http://cain.ulst.ac.uk/issues/violence/violence.htm
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against physical punishment of children (aka spanking etc)\n\nyou could mention how any other place in society,  hitting is considered assault  , research written studies of how children who are hit are more likely to hit others etc