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Will McClean Mr. Daniel English - 1st 31 March 2003 A Self-expression Video games have been increasing in their popularity since they first came out in the early seventies. In fact, they had grown to be the preferred childhood activity at the end of the decade, and quickly became a favorite activity around the world (Cesarone, 1999). From its humble beginnings to now, it has evolved into a multi-billion dollar industry and it shows no sign of slowing down. However, this growth, or rather, this plague on society has brought many vices to a more prominent position in our society. The vilest blemishes these perverse forms of entertainment have infected our society with are increased urges for violence and sex. `Violence, as well as sex, has been a trend in our society since the very origins of man. Both instincts used to govern our lives before the emergence of more civilized societies in which we began to suppress these hateful urges. Unfortunately, all of the efforts of our forefathers are currently being mocked and simultaneously destroyed by the unwelcome intrusion of video games in our homes. They unerringly corrupt the young and old of our society with much fallibility. The fact is that these games are made solely for corrupting us. Violence is emphasized in video games as an entertaining and socially acceptable reaction to situations that may arise (Januschewski, 1999). In fact, 89% of the top-selling video games contain a substantial amount of violence (Fair Play, 2002). Even more astonishing, and disturbing, is that in every single one of these games violence is rewarded with points and/or items that further the gamers quest towards an even more corruptive and diabolic goal (Cesarone, 1999).
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