turn the essay to a presentation.
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Khalid Arab
Mrs. Leanne Hennessy
ENGL 1010
5 October 2015
Grand Theft Auto (GTA)
“Grand Theft Auto is an action video game series, it is primarily developed by RockStar
Games. It’s an open world video games where you can control your character to almost do
anything. The name of the series used in the U.S for motor vehicle theft. The games series is in a
simulator city of Los Angeles, and there where the action starts. The main story about three
characters: Michele, Frank, Trevor. They co-operate with the FBI to solve their problem. At the
end they find out that the FBI are using them; then, the three of them don’t agree with each other,
and the player has to choose who get killed or to make them friends again.
More children are engaging in video games particularly the ones that are ultra-violent that
sell the most. Research reveals that most of the video games include violence and around half of
the incidents of violence would lead to death or severe injuries in the "real" world. Violent video
games may raise kid’s violence. The biggest negative impact is the way they tend to
inappropriately solve anxiety through externalizing it. Grand Theft Auto (GTA) is one example
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of violent game. Therefore, violent video games like GTA are the cause of violent behavior in
children, because playing GTA associates kids to being less supportive and caring toward their
peers. Although some argue that violent video games are not linked to violent behavior, there are
many reasons why I think violent video games like GTA is the cause of violence in children.
First, GTA has time and again been blamed for increases in bullying and school
shootings. The reason is that GTA desensitize players to aggression; it also rewards players for
violence simulation and teach kids that violence is a suitable way to solve conflicts. Several mass
shootings perpetrators were involved in playing GTA. To support my point, I will give some
examples. One is the Columbine High School massacre. On 20th of April 1999, two youngsters
went on a shooting spree whereby they killed 13 people and wounded over 20 others and then
turned their weapons on themselves and committed suicide. The incident was the most horrible
high school shooting in the history of U.S and provoked a national debate on violent video
games. This is because it was later established that the shooting was inspired by GTA. In the
year 2011, Anders Breivik, who murdered 77 individuals in Norway confessed to using the
GTA game for training.
The other reason as to why GTA leads to violent behavior is the way the game
desensitizes players to real-life aggression. Research has found out that just 30 minutes of
engaging in GTA is enough to cause individuals to become less physiologically stimulated by
actual violence (Sherry, 410). Individuals who are desensitized to aggression are more prone to
commit an act of violence. Therefore, there is an underlying connection between exposure of
violent video game and a raise in violence due to a decrease in the response of the brain to
portrayals of real-life violence. Violence in GTA is already greatly desensitized. Pedestrians pass
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away, and after their dead bodies de-spawn the world returns to normal as if nothing occurred,
upholding the status quo as a serial of TV.
The other reason is, it teaches players bad language. There are many people who play
GTA online. GTA online is the ability to play the game with others by network, so they
challenge each other and be the best in the game. However, kids who play GTA online can play
with other adults, and adults usually say bad words and the others can hear it. It’s like teaching
others bad language. For example, before I learned English language, I heard bad words on GTA
offline and online, so I translated these words to learn how to communicate with others. I found
out that the word I translated was really bad, and I won’t let anyone plays GTA on my watch.
Again, violent video games exposure is connected to reduced compassion and lower
empathy. Empathy, the capability to comprehend and enter into another's feelings hinders violent
behavior. For example, the civilians in GTA never cry, mourn, or express their feelings. Since
they do not display compassionate actions, it is difficult to sympathize with them. They live just
to run yelling like Godzilla was trampling all over the city. GTA is occupied by crash test
dummies that respawn continually regardless of the number of times they die. Numerous studies
have revealed that kids who are highly exposed to violent media exhibit reduced ethical skills of
reasoning compared to their peers who are not exposed to violent video games. A meta-
investigation of 130 worldwide studies with more than 130,000 participants made a conclusion
that violent video games raise violent thoughts, aggressive behaviors, and angry feelings and
reduce empathic feelings as well as pro social behaviors (Anderson, 353).
The other thing is that GTA promotes and rewards violent conduct. The game supports
fighting as a way of handling conflict through rewarding the utilization of violent act with more
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weapons, going on to greater levels, and more. When aggression is given a reward in video
games, players show increased violent conduct than video games players where aggression is
punished (Carnagey, 882). The structure of reward is one differentiating factor GTA and
different violent media like television shows and movies, which do not give a reward to audience
nor permit them to participate actively in violence.
In conclusion, GTA is open world to have fun and do what you can’t do in real life, but
parents and adults should banned under eighteen players to play this game. Players should know
that video games are not real and con not compare to real life.
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Works Cited
Anderson, Craig A. "Effects of violent video games on aggressive behavior, aggressive
cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-
analytic review of the scientific literature." Psychological science 12.5 (2001): 353-359.
Carnagey, N. L. "The effects of reward and punishment in violent video games on aggressive
affect, cognition, and behavior ." Psychological science, 16(11) (2005): 882-889.
Sherry, J. L. "The effects of violent video games on aggression." Human communication
research, 27(3) (2001): 409-431.