Last Name 1 Student’s Name Brady Allen English 102-3 6 February 2009 Argumentative Research Paper Proposal: Do Violent Video Games Potentially Lead to Real-life Violence? Video games, be it console (Playstation, XBOX, etc.) or computer-based, are commonplace in the American household. Through these games, some say children and teens often learn some valuable life skills and develop hand-eye coordination and argue that the problem with child and teen violence is not a result of these games, but rather a deterioration of the family unit and failure to keep an open line of communication between children and parents. Others say that kids’ obsession with the fantasy of video games disrupts their view of reality and can cause inappropriate behavior, including the carrying out of aggressive or violent acts. Often, this debate hinges around the idea of children being desensitized from the violent and deviant acts they simulate in a video game versus the crimes they can commit in real life. Yet another angle is this: some parents believe competitive and sometimes aggressive behaviors are traits they want their children to have exposure to because they view these characteristics as vital tools for later situations in life. They explain that the ability to play violent video games provides a potential outlet for the frustrations of being a teen, thereby allowing their children to experience violence through a game, rather than pursue real life crime or acts of deviance. All sides to this argument make legitimate and valid points. However, there is a middle ground that needs to be considered: that violent video games or video games that glamorize lawbreaking and disrespect can act as accelerants; kids who already have issues and instability of mind can be influenced or warped past the breaking strain by such content. There is evidence that violent video games cause increased aggression in their player base, which can lead to real life crime because some teenagers cannot distinguish between virtual reality and actual reality, because they are at a crucial point in life where mental and social development is shaping their personalities and roles in society, and because they sometimes feel they have no one to turn to, so they become obsessively engrossed in this “alter” reality that becomes a virtual role model. Some questions that need to be addressed in relation to this topic to further shape the working thesis: Do players of violent video games have increased aggression over those of less violent video games, and are the games the cause or just what more aggressive personalities migrate toward? Do these games truly help with life-skills? Does the play of violent video games desensitize teenagers to potential real-life situations, making them less apt to value human life? What type of violence is exhibited by these teenagers that apparently show increased aggression? What have some U.S. states done to prohibit the sale of violent video games? Can th ...