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Video Games and Views on Term Paper

Pages:4 (1128 words)

Subject:Technology

Topic:Video Game

Document Type:Term Paper

Document:#80650504


To the extent that it is important for the general public to appreciate the serious consequences of military conflict, exposure to thee games, especially among young people who are so impressionable, may be contrary to the interests of society in principle.

Community Response to Military-Sponsored Video Game Centers

The connection between computer-based video games and real-world knowledge about military weapons systems and tactical combat operations has not been overlooked by the U.S. military either. Various state and local laws strictly prohibit military recruiters from approaching individuals under the age of 17. Partly to get around these restrictions, the U.S. military has established video gaming centers in several states where middle school-age students and high school-age students can play the latest computer-based video games for free. These centers are festooned with military-oriented artwork and memorabilia and staffed by military personnel in civilian clothes who do not approach underage players. Nevertheless, critics of these centers point out that their obvious purpose is to inculcate young people with a military mindset and with a psychological orientation that greatly increases their receptivity to military recruitment efforts later and their interest in and inclination to military service.

The Direct Effects of Popular Media on Perceptions about Military Combat

The encouragement and possible desensitizing effect attributable to military-oriented computer-based video games are somewhat counteracted by the sobering reports of U.S. casualties in the two combat theaters in which U.S. forces have been involved in operations since 2001. Combat operations and, therefore, reports of U.S. casualties have ceased in Iraq since the U.S. military shifted from a combat role to a security and support role. However, casualty reports continue to roll in from Afghanistan with U.S. losses actually increasing substantially since the cessation of combat in Iraq rather than decreasing. In addition, thousands of young men grievously injured in both theaters provide a vivid contrast to the unrealistic aspect of military conflict represented in video games.

In many American communities, local news reports profile the heroism and sacrifices already made by so many young American armed service members who recently fought in Iraq and Afghanistan. In that respect, popular media does provide a counterbalance to the desensitizing effects of continual exposure to violence without consequences in video games. However, other aspects of popular media, such as movies and commercial advertisements for movies and video games also contribute to the problem from the point-of-view of those who are most concerned with the detrimental effects of video games.

Conclusion

Computers and digital technology have already changed society radically in myriad ways. While computer gaming is not generally considered as important in that regard as business and other more "serious" technological applications of digital media, certain computer-based video games may be associated with detrimental effects, particularly in connection with young people and their ability to appreciate the seriousness of the consequences of military combat. Modern video games provide such realism that they may promote unrealistic perceptions about military combat and the human consequences associated with virtually any use of military weaponry. In addition to desensitizing young video game users to violence in general, they may also contribute to their decision to join the military through unconscious means that are irresponsible, especially with respect to those who are so young that military recruiters may not recruit them through traditional means.


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