Violent Video Games Quotes

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I like video games, but they're really violent. I'd like to play a video game where you help the people who were shot in all the other games. It'd be called 'Really Busy Hospital.
Demetri Martin
Video games don't make people violent, but maybe they falsely give you the idea that you can be a hero.
Gabrielle Zevin (Tomorrow, and Tomorrow, and Tomorrow)
Women in the online gaming community have been harassed, threatened, and driven out. Anita Sarkeesian, a feminist media critic who documented such incidents, received support for her work, but also, in the words of a journalist, 'another wave of really aggressive, you know, violent personal threats, her accounts attempted to be hacked. And one man in Ontario took the step of making an online video game where you could punch Anita's image on the screen. And if you punched it multiple times, bruises and cuts would appear on her image.' The difference between these online gamers and the Taliban men who, last October, tried to murder fourteen-year-old Malala Yousafzai for speaking out about the right of Pakistani women to education is one of degree. Both are trying to silence and punish women for claiming voice, power, and the right to participate. Welcome to Manistan.
Rebecca Solnit (Men Explain Things to Me)
I happened to see Larry King interview Billy Graham shortly after the shootings at Columbine High School in Littleton, Colorado. I had read an article the previous month about violent video games and their effects on the minds of children, desensitizing them to the act of killing. Larry King asked Billy Graham what was wrong with the world, and how such a thing as Columbine could happen. I knew, because Billy Graham was an educated man, he had read the same article I had read, and I began calculating his answer for him, that violence begets violence, and that we live in a culture desensitized to the beauty of human life and the sanctity of creation. But Billy Graham did not blame video games. Billy Graham looked Larry King in the eye and said, 'Thousands of years ago, a young couple lived in a garden called Eden, and God placed a tree in the Garden and told them not to eat from the tree...' And I knew in my soul he was right.
Donald Miller (Searching for God Knows What)
That’s why we need to pay attention when an adolescent spends hours playing violent video games while his window of opportunity to develop healthy relationships is open wide.
David Walsh (Why Do They Act That Way? - Revised and Updated: A Survival Guide to the Adolescent Brain for You and Your Teen)
Instead of violent wars there could be violent video games. Instead of heroic feats, there could be thrilling amusement park rides. Instead of serious thought, there could be intrigues of all sorts as if in a soap opera. It is a world where people spend their lives amusing themselves to death.
Peter Thiel
Results showed that areas of the brain linked with emotion and empathy (the cingulate cortex and the amygdala) were less active during violent video gaming . . . These areas must be suppressed during violent video gaming, just as they would be in real life, in order to act violently without hesitation.
Stephen Singular (The Spiral Notebook: The Aurora Theater Shooter and the Epidemic of Mass Violence Committed by American Youth)
Elliot Rodger didn’t become a killer because he was a misogynist; he became a misogynist because he was a killer. Just like Eric Harris didn’t become a killer because he loved violent video games; he loved violent video games because he was a killer. Just like Adam Lanza didn’t become a killer because he loved guns; he loved guns because he was a killer.
Anonymous
Feeling disconnected from their peers, they were also internally disconnected from their own humanity. It seems clear that violent video games can promote derealization in a susceptible person. For disaffected adolescents who may have undetected and untreated dissociative symptoms, spending hours and hours playing these games in isolation can be dangerous.
Marlene Steinberg (The Stranger in the Mirror: Dissociation--the Hidden Epidemic)
Video games don’t make people violent, but maybe they falsely give you the idea that you can be a hero.
Gabrielle Zevin (Tomorrow, and Tomorrow, and Tomorrow)
One answer turned up in the violent video games the two were obsessed with playing. Graphic effects realistic enough to blur the line between fantasy and reality allow these kill-for-thrill games to be used to break down a person’s aversion to killing. At the time of the massacre, Doom, the game favored by one of the mass murderers, was being adapted by the Marine Corps for its own training purposes.
Marlene Steinberg (The Stranger in the Mirror: Dissociation--the Hidden Epidemic)
continued. “The solution to almost every problem imaginable can be found in the outcome of a fairy tale. Fairy tales are life lessons disguised with colorful characters and situations. “‘The Boy Who Cried Wolf ’ teaches us the value of a good reputation and the power of honesty. ‘Cinderella’ shows us the rewards of having a good heart. ‘The Ugly Duckling’ teaches us the meaning of inner beauty.” Alex’s eyes were wide, and she nodded in agreement. She was a pretty girl with bright blue eyes and short strawberry-blonde hair that was always kept neatly out of her face with a headband. The way the other students stared at their teacher, as if the lesson being taught were in another language, was something Mrs. Peters had never grown accustomed to. So, Mrs. Peters would often direct entire lessons to the front row, where Alex sat. Mrs. Peters was a tall, thin woman who always wore dresses that resembled old, patterned sofas. Her hair was dark and curly and sat perfectly on the top of her head like a hat (and her students often thought it was). Through a pair of thick glasses, her eyes were permanently squinted from all the judgmental looks she had given her classes over the years. “Sadly, these timeless tales are no longer relevant in our society,” Mrs. Peters said. “We have traded their brilliant teachings for small-minded entertainment like television and video games. Parents now let obnoxious cartoons and violent movies influence their children. “The only exposure to the tales some children acquire are versions bastardized by film companies. Fairy
Chris Colfer (The Wishing Spell (The Land of Stories, #1))
Many shooters ask the gamer to use violence against pure, unambiguous evil: monsters, Nazis, corporate goons, aliens of Ottoman territorial ambition. Yet these shooters typically have nothing to say about evil and violence, other than that evil is evil and violence is violent. This was never the most promising thematic carbon to trace, and yet shooters keep doing so with as little self-questioning as a medieval monk copying out scripture.
Tom Bissell (Extra Lives: Why Video Games Matter)
What’s most disappointing to me was that none of the adults in my life stepped in to stop any of this. In fact, they implicitly encouraged it. We were “toughening up,” “becoming men,” or “just being boys.” And this message was reinforced everywhere that I looked. On TV, in movies, in video games, men were supposed to enjoy violence. The more violence they could endure, the more violence they could do to others, the better. Is it any surprise that men are so violent in our culture, when we are raised this way?
Jacob Tobia (Sissy: A Coming-of-Gender Story)
The unfortunate truth is that right now men's voices dominate and we see the results. Popular products from the tech boom - including violent and sexist video games that a generation of children has become addicted to - are designed with little to no input from women. Apple's first version of its highly touted health application could track your blood-alcohol level but not menstruation. Everything from plus-sized smart phones to artificial hearts have been build at a size better suited to male anatomy. As of late 2016, if you told one of the virtual assistants like Siri, S Voice, and Google Now, 'I'm having a heart attack,' you'd immediately get valuable information about what to do next. If you were to say, 'I'm being raped,' or 'I'm being abused by my husband,' the attractive (usually) female voice would say, 'I don't understand what this is.
Emily Chang
My sisters and I giggled at “Dance: Ten; Looks: Three” (“Tits and ass / bought myself a fancy pair / tightened up the derriere”) while our parents sat in the front of the car—my father at the wheel, my mom in the passenger seat—both distracted and nonplussed. We flipped through the Jacqueline Susann and Harold Robbins hardbacks in my grandmother’s bookshelf and watched The Exorcist on the Z Channel (the country’s first pay-cable network that premiered in LA in the mid-’70s) after our parents sternly told us not to watch it, but of course we did anyway and got properly freaked out. We saw skits about people doing cocaine on Saturday Night Live, and we were drawn to the allure of disco culture and unironic horror movies. We consumed all of this and none of it ever triggered us—we were never wounded because the darkness and the bad mood of the era was everywhere, and when pessimism was the national language, a badge of hipness and cool. Everything was a scam and everybody was corrupt and we were all being raised on a diet of grit. One could argue that this fucked us all up, or maybe, from another angle, it made us stronger. Looking back almost forty years later, it probably made each of us less of a wuss. Yes, we were sixth and seventh graders dealing with a society where no parental filters existed. Tube8.com was not within our reach, fisting videos were not available on our phones, nor were Fifty Shades of Grey or gangster rap or violent video games, and terrorism hadn’t yet reached our shores, but we were children wandering through a world made almost solely for adults. No one cared what we watched or didn’t, how we felt or what we wanted, and we hadn’t yet become enthralled by the cult of victimization. It was, by comparison to what’s now acceptable when children are coddled into helplessness, an age of innocence.
Bret Easton Ellis (White)
games. A summary: Exposing children to a violent TV or film clip increases their odds of aggression soon after.41 Interestingly, the effect is stronger in girls (amid their having lower overall levels of aggression). Effects are stronger when kids are younger or when the violence is more realistic and/or is presented as heroic. Such exposure can make kids more accepting of aggression—in one study, watching violent music videos increased adolescent girls’ acceptance of dating violence. The violence is key—aggression isn’t boosted by material that’s merely exciting, arousing, or frustrating. Heavy childhood exposure to media violence predicts higher levels of aggression in young adults of both sexes (“aggression” ranging from behavior in an experimental setting to violent criminality). The effect typically remains after controlling for total media-watching time, maltreatment or neglect, socioeconomic status, levels of neighborhood violence, parental education, psychiatric illness, and IQ. This is a reliable finding of large magnitude. The
Robert M. Sapolsky (Behave: The Biology of Humans at Our Best and Worst)
It’s getting-up time,” Alessandro declares. “Today is the day.” “What day?” “The release date.” “What are we talking about?” “Daa-add. The new XBOX game. Hunting Old Sammie.” Armand opens his eyes. He looks at his son looking at him. The boy’s eyes are only inches away. “You’re kidding.” “It’s the newest best game. You hunt down terrorists and kill them.” Lifting his voice, “‘Deploy teams of Black Berets into the ancient mountains of Tora Bora. Track implacable terrorists to their cavernous lairs. Rain withering fire down on the homicidal masterminds who planned the horror of September eleven, two-thousand-and-one.’” The kid’s memory is canny. Armand lifts Alex off his chest and sits up. “Who invented it?” “I’m telling you, dad. It’s an XBOX game.” “We can get it today?” “No,” Leah says. “Absolutely not. The last thing he needs is another violent video game.” “Mahhuum!” “How bad can it be?” says Armand. “How would you know? A minute ago you hadn’t heard of it.” “And you had?” “I saw a promo. Helicopter gunships with giant machine guns. Soldiers with flamethrowers, turning bearded men into candles.” “Sounds great.” “Armand, really. How old are you?” “I don’t see what my age has to do with it.” “Dad, it’s totally cool. ‘Uncover mountain strongholds with thermal imaging technology. Call in air-strikes by F-16s. Destroy terrorist cells with laser weaponry. Wage pitched battles against mujahideen. Capture bin Laden alive or kill him on the spot. March down Fifth Avenue with jihadists’ heads on pikes. Make the world safe for democracy.’” Safe for Dick Cheney’s profits, Armand thinks, knowing all about it from his former life, but says nothing. It’s pretty much impossible to explain the complexity of how things work within the greater systemic dysfunction. Instead, he asks the one question that matters. “How much does it cost?” Alessandro’s mouth minces sideways. He holds up fingers, then realizes he needs more than two hands. Armand can see the kid doesn’t want to say. “C’mon. ’Fess up.” Alex sighs. “A one with two zeros.” “One hundred dollars.” Alex’s eyes slide away. Rapid nods, face averted. “Yeah.” “For a video game, Alex.” “Yhep.” “No way.” “Daa-add! It’s the greatest game ever!” The boy is beginning to whine. “Don’t whine,” Armand tells him. “On TV it’s awesome. The army guys are flaming a cave and when the terror guys try to escape, they shoot them.” “Neat.” “Their turbans are on fire.” “Even better.” “Armand,” Leah says. “Dad,” says Alessandro. He will not admit it but Armand is hooked. It would be deeply satisfying in the second-most intimate way imaginable to kill al Qaida terrorists holed up along the Afghanistan-Pakistan border—something the actual U.S. military cannot or will not completely do. But a hundred bucks. It isn’t really the money, although living on interest income Armand has become more frugal. He can boost the C-note but what message would it send? Hunting virtual terrorists in cyberspace is all well and good. But plunking down $100 for a toy seems irresponsible and possibly wrong in a country where tens of thousands are homeless and millions have no health insurance and children continue, incredibly, to go hungry. Fifty million Americans live in poverty and he’s looking to play games.
John Lauricella (Hunting Old Sammie)
It is widely assumed that protracted exposure to highly violent video games may produce an effect of desensitization in the minds of young people like Eric and Dylan, but this superficial observation, in focusing on the content of video games, fails to take into account the cognitive and psychological mutation produced by prolonged immersion in a digital environment. It is not the content of the game, but the stimulation itself, that produces the effect of desensitization to the bodily experience of suffering and of pleasure. Clearly, not everybody becomes a mass murderer merely because they play video games or engage in digital stimulation. But the mass murderer is only an exceptional manifestation of a general trend in this general mutation of the human mind.
Anonymous
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., Saleem, M., & Barlett, C. P. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151-173.
Brian Housman (Tech Savvy Parenting: Navigating Your Child's Digital Life)
Alien Mind Parasites are attacking children! Alien Parasites attack children through violent video games, music videos with lyrics and images of adult sexuality, drug use, denigration of and violence toward women! Horribly, even children’s cartoons are now filled with the above images. Our children are being bombarded with electrical and chemical contamination in food, beverages, cell phones and microwave transmitters. The Alien Parasites are turning our children into materialistic, violent, Godless puppets. By the time a teenager graduates from high school, they have seen 8,000 real or simulated murders in movies, the Internet, video games and television. This negative imagery is the perfect insertion vehicle for Alien Parasites to enter the child's brain. If you care about your children - protect them from Alien Parasite attacks. Prevent your child from becoming addicted to media that is full of torture, murder, blood, bullets and violence. Beware of anything that generates negative emotions!
Laurence Galian (Alien Parasites: 40 Gnostic Truths to Defeat the Archon Invasion!)
Popular products from the tech boom— including violent and sexist video games that a generation of children has become addicted to—are designed with little to no input from women. Apple’s first version of its highly touted health application could track your blood-alcohol level but not menstruation. Everything from plus-sized smartphones to artificial hearts have been built at a size better suited to male anatomy. Facial recognition technology works far more accurately for white men than darker-skinned women. Social media platforms are hotbeds of online hate disproportionately targeted at girls and women, not simply because some humans are downright mean, but because of how men have designed the very systems that allow this hate to propagate. The exclusion of women matters—not just to job seekers, but to all of us.
Emily Chang (Brotopia: Breaking Up the Boys' Club of Silicon Valley)
Senator Lieberman took it as a call to arms. "After watching these society. violent video games," he said, "I personally believe it is irresponsible for some in the video game industry to produce them. I wish we could ban them." This wasn't the first time that America's political and moral estab lishment had tried to save youth from their own burgeoning culture. Shortly after the Civil War, religious leaders assailed pulp novels as "Satan's efficient agents to advance his kingdom by destroying the young. rupter "In the twenties, motion pictures were viewed as the new cors/ of children, inspiring sensational media-effects research that would be cited for decades. In the fifties, Elvis was shown only from the waist up on television; AD magazine's publisher, William Gaines. was brought before Congress. In the seventies, Dungeons and Dragons with all its demons and sorcery, became associated with Satanist particularly after a player enacting the game disappeared under the steam tunnels of a Michigan university. In the eighties, heavy metal artists like Judas Priest and Ozzy Osbourne were sued for allegedly invoking young listeners to commit suicide. In the nineties, video games were the new rock 'n' roll-dangerous and uncontrolled.
David Kushner (Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture)
As a monk, I learned early on that our values are influenced by whatever absorbs our minds. We are not our minds, but the mind is the vehicle by which we decide what is important in our hearts. The movies we watch, the music we hear, the books we read, the TV shows we binge, the people we follow online and offline. What’s on your news feed is feeding your mind. The more we are absorbed in celebrity gossip, images of success, violent video games, and troubling news, the more our values are tainted with envy, judgment, competition, and discontent.
Jay Shetty (Think Like a Monk: Train Your Mind for Peace and Purpose Every Day)
Their culture was saturated with messages about killing South Koreans and Americans and references to horrifically gruesome acts, and it seemed as though they spewed those messages back out unthinkingly, perhaps in the same way that young Americans mimic behavior they see in violent movies and video games. There was really no point in holding a discussion about different kinds of love, since they all agreed that the only real love was the love of the motherland.
Suki Kim (Without You, There Is No Us: My Time with the Sons of North Korea's Elite)
Even when the antidote of the Gospel story is pulsing through the veins of your children, the Gospel will still often need to be rehearsed to confront various idols that try to take root in their lives. When we see our kids fall in love with video games, popularity, sports or themselves, we often spend all of our energy attacking the idols themselves but the Gospel presents a different approach. The only way to break the hold of a beautiful object on the soul is to show it an object more beautiful (to paraphrase Thomas Chalmers's famous sermon “The Expulsive Power of a New Affection”). It’s not enough just to say no—we need to give our kids something greater to which they can say yes. The greatest antidote for sin is not always more self-control but greater spiritual passion. The Gospel gives kids this passion for Christ. When they see what it cost Him and how glorious His love truly is, spiritual passion will begin to violently shove out the idols in their lives.
Jeremy Pryor (Family Revision: How Ancient Wisdom Can Heal the Modern Family)
our modern world that spends huge amounts of their irreplaceable lifetime watching streams of selfies, the breakfasts of virtual friends and violent video games,
Robin S. Sharma (The 5AM Club: Own Your Morning. Elevate Your Life.)
We are not our minds, but the mind is the vehicle by which we decide what is important in our hearts. The movies we watch, the music we hear, the books we read, the TV shows we binge, the people we follow online and offline. What’s on your news feed is feeding your mind. The more we are absorbed in celebrity gossip, images of success, violent video games, and troubling news, the more our values are tainted with envy, judgment, competition, and discontent.
Jay Shetty (Think Like a Monk: Train Your Mind for Peace and Purpose Every Day)
As kids, we were exposed to sexist, racist and violent cartoons and video games. We have been bombarded with images of thin females and hypermuscular males. Then we grew up and started to use Internet and then social media. For some of us, Internet has been a way to escape from loneliness, for some others it has bred loneliness. Then comes Facebook. It has been good for some of us and bad for some others. This is a place where the distinction between public space and private space has blurred. Our self-disclosure patterns have been modified. We share things that we are not supposed to share offline. Dad shot daughter’s laptop because of a letter on Facebook. Some of us built their self-esteem on how many ‘friends’ we have made on Facebook. Social media is everywhere. Nowhere else to go. Social media penetrates all aspects of our lives. This book is about this penetration. It can be read as a book for general public or as a textbook together with the educational materials provided in Appendices. It is unique in endorsing a psychological approach to social media. It tells the story of many of us. De te fabula narratur!
Ulaş Başar Gezgin (Psychology of You.20: Psychology of Social Media)
Graffiti and Tearing55: Designed by Norlander et al. (1998) participants are given an illustration of "Adam and Eve in the Garden of Paradise" and are told to draw or doodle on it (hence the "graffiti” part.) Next, they are given an illustration of "Samson and the Lion" which, theoretically, is intended to provoke participants to exhibit aggressiveness. The participants are told to tear apart that image into little pieces. The number of graffitis and their content (if sexual or violent) and the bits and pieces from the second image are the dependent variable (i.e. the thing being measured,) and, allegedly, an indicator of aggression. The experiment can be adapted to study the influence of sex differences, alcohol consumed before the experiment, or any variable you can imagine (like having played video games before the experiment.)
Xavier Lastra (Dangerous Gamers: The Commentariat and its war against video games, imagination, and fun)
Researchers can find no evidence that games make anyone violent or sexist.201 The studies that leftists and moral crusaders frequently cite are those that show a link between violent video games and aggression—but similar links are also found with sports games.202 You play a high-adrenaline sport and you become more aggressive. Who knew?! But that’s nowhere near the same as video games turning people into killers. A
Milo Yiannopoulos (Dangerous)