Sample Argumentative Essay Paper on Video games

Video games

Justice Alioto opened up new legal possibilities from his comments about new technologies being legal grounds for ways through which judges could think about free expression. Legislators could use these comments as grounds for conducting investigations and presenting their case to courts to try and get a hearing and favorable decision to make it illegal to sell the games to the children who are not of legal age limit (Atwan 112). Legislators that might want to pursue the matter would most likely gather all the information that they can gather on the negative effects of new technologies and situations where minors have engaged in violence, and referred to the video games as their motivation. Those against passing of such a law as an infringement of the First Amendment would argue that parents that agree to purchase and allow their children to watch video games should have the final say (Mears 1: Atwan 1). However, the good upbringing of children is a communal responsibility that should be taken up by all the parents and professionals in a nation.

I do not think that psychological research conducted by professionals have the ability to sway a court’s decision as witnessed through judge Antonia Scalia’s comments that the law that prohibited the games to young children was a violation of the First amendment right (Atwan 113). In my opinion, I think that real life case studies could have a decisive impact on legal thinking in this mater. The case studies should explore particular situations whereby minors have become violent as a result of playing violent video games. Legislators that support the banning of the games to individuals that have not reached eighteen years should explore the many shooting incidents that have occurred in institutions of learning, and link them up with video games, if there were any. Such results would definitely have an impact on the decision that the judges make. Although violent video games that are watched by minors that turn violent in real life might not be the only motivating factor, there are bound to be some contributing factors from watching and playing the video games on such minors.  Personally, I think that the video games make the minors feel that they can practice what they seen in the games with minimal consequences if any. The games make influence the minors to not think beyond what would happen afterwards; if they were to engage in actual violence (Pardun 43). 

I think that the violence depicted in video games is not similar to that depicted in literature or film. With the video games kind of violence, the minors feel that they are taking an active role in the violence perpetuation, and it would not be a big surprise, if they attempted to replicate that violence outside the video game context. There is high likelihood that the minors might try and copy the violence since it promotes a sense of being out of touch with reality. The difference between the violence portrayed in the games is dissimilar from that portrayed in film and literature is very important in deciding whether the video games constitute and entirely different medium of expression (Mears 1: Atwan 1). The differences can be used to show why video games should be placed in a different category because it is not educational, and it should not be classified under the category of entertainment for minors. 

Works cited

Atwan Robert. Can the state prohibit the sale of violent video games to minors? U.S. Supreme

Court, Brown v. Entertainment merchants Association.

Atwan Robert. “ Can the state Prohibit the sale of violent video games to minors?” America

Now. Ed. Atwan. 10th edition. Boston: Bedford St. Martin’s , 2013, Print.

Mears, Bill. California ban on sale of “violent” video games to children rejected. CNN. 2011,

Print. Accessed on November 3, 2014 from http://edition.cnn.com/2011/US/06/27/scotus.video.games/

Pardun, Carol. Advertising and Society. Massachusetts: Wiley. 2013, print.