In many countries, an increase in crime has be blamed on violent images on television and in computer games. To what extend do you agree

In the
last
decade or so, we have seen an alarming rise in crimes throughout different nations. A lot of people believe that aggressive computer
games
and tv shows contribute to an increase in rates of crimes., I strongly support
this
viewpoint as, it causes behavioural and psychological changes in many people, mostly youngsters. Video
games
play an important role in increasing violent behaviours. A victim of these
games
are
Change the verb form
is
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usually young children, who spend their out of school time on
this
which in turn has a negative impact on their behaviour.
For
example
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,example
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a survey conducted in the Maldives in 2019, after the release of call of duty shows that there has been an increasing number of bullying and aggressive behaviour at school in the past few years..surely because they copy what they see on television which contributes to these changes.
Moreover
the new trend in television series,
violent
Correct article usage
the violent
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crime genre has
also
caused mental and psychological changes in adults as well. A lot of t images are shared on social media and many
folk
Change to a plural noun
folks
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are desensitised due to
this
.
For
example
Add a comma
,example
show examples
it’s reported that after the introduction of television series money heist , there has been an increased number of reported break-ins. To summarise ,
above
Correct article usage
the above
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mentioned are few examples of negative impacts on the population due to violent images and
games
.
Hence
in my opinion since many
such
programmes and
games
are made to profit the respected companies and corporations, it comes with a cost,
that is
the cost of mental health of the community.
Submitted by f.lamiea on

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Topic Vocabulary:
  • correlation
  • aggressive behavior
  • desensitization
  • copycat effect
  • media literacy
  • violent imagery
  • scapegoat
  • media consumption
  • psychological impact
  • content rating
  • parental supervision
  • media influence
  • computer games
  • behavioral studies
  • socio-economic factors
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