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Violent Video Games: The Negative Effects

On April 20, 1999, two adolescent boys walked into Columbine High School in Littleton, Colorado, and shot 12 of their classmates and a teacher. Then, they killed themselves. When authorities investigated, they found that the boys had played thousands of hours of a video game that had been set to occur in their high school. They used yearbook pictures to create the game’s virtual victims. The event that took place at Columbine High School is only one of many tragedies that have taken place due to the influence of video games. Violent video games should not be played by children and teens because they gain early exposure to extreme violence, mature themes, and explicit language.
In almost all video games, there are weapons of some sort. Even Lego brand video games feature weapons and a large amount of killing. Many children and teens accept this violence because their characters regenerate when killed. Christopher Bartlett, a psychologist at Iowa State University, led a research team made up of 47 undergraduates. Bartlett had a group of students play “Mortal Kombat: Deadly Alliance” for 15 minutes. Then, the students had to dole out hot sauce to a fellow student who did not like spicy food, but had to swallow the sauce. Compared to a group of students who had played a nonviolent video game, those who had played “Mortal Kombat” gave their fellow classmate much larger amounts of hot sauce (Carrey). More than 3,500 studies have shown the close relationship between video games and violent behavior. All but 18 studies have proved this to be true. According to the American Academy of Pediatrics (AAP), violence that is shown without suffering is more likely to mimic violent behavior because the violence is, in a sense, meaningless (Eakes)…

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Works Cited

Carey, Benedict. “Shooting in the Dark.” The New York Times. The New York Times,
11 Feb. 2013. Web. 4 May 2014. science/studying-the-effects-of-playing-violent-video-games.html?pagewanted=1>. Eakes, Pamela. “Do You KNow What Video Games Your Children Are Playing?” The Video
Game Revolution. PBS, n.d. Web. 4 May 2014. videogamerevolution/impact/violence.html>. Park, Alice. “Children Who Hear Swear Words on TV Are More Aggressive.” Time. Time,
24 Mar. 2014. Web. 4 May 2014. children-who-hear-swear-words-on-tv-are-more-aggressive//>. Park, Alice. “Little By Little, Violent Video Games Make Us More Aggressive.” Time. Time,
24 Mar. 2014. Web. 4 May 2014.
how-violent-video-games-change-kids-attitudes-about-aggression/>.

Internet Gambling, Online Gambling

Online Gambling

There is a major issue to be dealt with, which is spreading with little regulatory oversight and no effective screens against participation by the young and the vulnerable. Internet gambling represents one of the fastest growing segments of online activity with more than seven hundred web sites now providing users the opportunity to wager everything from casino games to sporting events. According to internet research firms, the industry will pull in $1.5 billion in world-wide revenues this year. That figure is expected to hit at least $6 billion by 2006. Also, a survey conducted by the Pew Internet and American Life Project concluded that $4.5 million Americans have gambled online and that 1 million gamble online everyday.

There are many different issues dealing with the legalization of online gambling. The current law dealing with online gambling is the Wire Transfer Act of 1961. Under this statute, the law is violated when telephone lines are used in interstate or foreign commerce to place wagers. The statute also bars the transmission of information that assists betters to gamble on sports events and contests. Recently, Congress have been active in seeking to pass further legislation to restrict betting on the web. Last November, the Senate proposed the Internet Gambling Prohibition Act. This statute would make it a crime to knowingly use the internet or other interactive computer services to place, receive, or otherwise make a bet or wager; or send, receive, or invite information assisting in the placing of a bet or wager. Penalties would be as high as $20,000 and 4 years in prison. However, in a vote in July, the bill narrowly missed obtaining the two thirds majority required to pass the bill. In May, the Unlawful Internet Gambling Funding Prohibition Act was introduced. This statute would criminalize and prohibit any person engaged in a gambling business from knowingly accepting from another person who is involved in internet gambling a credit card or extension of credits, an electronic transfer of funds, or any instrument payable through a financial institution. This would shield certain financial institutions from liability as long as they do not know that their facilities are being used for online gambling. This bill has also not yet been passed.

Either of these Acts would greatly help the problems of online gambling. There are a number of reasons why this booming industry should provoke more concern among policy makers.

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