Debate: Violent computer games are responsible for aggressive behaviour in teenagers
Side: Not responsible

I disagree that violent computer games are responsible for aggressive behaviour in teenagers. First of all I would like to define the word ‘responsible’ - Being the primary cause of something and so able to be blamed or credited for it. Hence, I refute with the statement as violent games are not the only deciding factor which leads to aggression as genetics and environmental aspects and self-control must be considered as some of the factors that contribute to aggressiveness. Self-control is one of the main aspects because no matter how many violent stimuli in the environment are, self-control can suppress one's violent and aggressive thoughts. I would also like to say that Violent Video games have content ratings that were designed to provide consumers with concise, impartial guidance about the age-appropriateness and content of video games.I would like to bring about a point that would prove that violence in any medium is INFLUENTIAL. It is NOT an absolute cause in any normal or healthy person. On November 22, 1997, thirteen-year-old Noah Wilson died when his friend Yancy stabbed him in the chest with a kitchen knife. The mother of Noah, Andrea Wilson, alleged that her son was stabbed to death because the Midway game Mortal Kombat that Yancy S was so obsessed about that he believed himself to be the character Cyrax. This character purportedly uses a finishing move which involves getting the opponent in a headlock and stabbing them in the chest. Although Wilson alleged that this was the reason for her son's death, the character Cyrax does not actually perform this move at all. Furthermore, On June 7, 2003, 18-year-old American Devin Moore shot and killed two policemen and a dispatcher after grabbing one of the officers' weapons following an arrest for the possession of a stolen vehicle. At trial, the defense claimed that Moore had been inspired by the video game Grand Theft Auto: Vice City. In both instances, Devin and Yancy were inspired by the character in the video games they were playing showing that they were already interested in violence and was already aggressive – the action that they did were decided by them .A Danish experiment of 5 to 17-year-olds conducted by Sorensen and Jesson in 2000 suggested that: “The violent elements fascinate some children, but this fascination should not be mistaken for a fascination with violence in the real world. On the contrary, all children in the investigation repudiated real-life violence. The violent elements in computer games are attractive as spectacular effects, but also because they prompt excitement and thrill.” Also proving that, interactivity that can be held up as a trigger for violence may actually be what enforces to the players that this IS a game: “The fact that the player himself must conduct violent deeds – actually makes children aware that their actions take place in a fictitious universe. For children, computer games are in fact ‘games’ with their own rules. From an early age, they are aware that these rules do not apply outside the realm of the game, with the exception that children can include elements and rules from the games in their play."A child who responds to a video game the same way he or she responds to a real-world tragedy could be showing symptoms of being severely emotionally disturbed. Such research shows us only that violent play leads to more violent play. Some people used to believe that fantasy books were not good for young people because they were not real. They poison the mind and corrupt the morals of the young, who waste their time sitting on sofas immersed in dangerous fantasy worlds. That, at least, was the charge leveled against novels during the 18th century by critics worried about the impact of a new medium on young people. Today the idea that novels can harm people sounds daft. And that is surely how history will judge modern criticism of video games, which are accused of turning young people into violent criminals .What many people used to believe would corrupt the young has in fact brought new ideas and innovations to the world such as computers, robotics, and some modern day medicine which at the time were all considered part of a fantasy world.As a conclusion, I would say that violent video games are not responsible for aggressive behaviors as genetics and environmental aspects and self-control tend to play a huge role in personality of a person. Some people might have a tendency to be more rebellious and aggressive. Moreover, easier access to firearms in several countries can lead to violent thoughts and behaviors. "Guns can act as a stimulus because it reminds the person of aggressive behaviors seen on television or maybe in real life. If the person does not have a solid self-control, it can lead him to a violent behavior.“Breeding Evil?" Economist 376 (2005): 9. EBSCO. LaGrange College Banks Library. 3 Nov. 2007. Keyword: violent and games.Mentions that the way the video game industry is looked at currently was the way some books were viewed in the 18thcentury. Says that when the generation of gamers becomes the older generation, focus on video games as a moral issue will shift to something new.http://asia.gamespot.com- Mentions that there are other factors that lead to aggressive behavior and that they can be deadly.http://en.wikipedia.org/wiki/Video_game_controversies-  where different publicized incidents of video games controversies were found . http://tech.uk.msn.com/features/articles.aspx?cp-documentid=149575016