The Record (Troy, NY)

Violent video games lead to violent behavior

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Do video games account for gun violence? Consistent­ly, for years studies have shown that they do. From January 1st, 2017 to June 28th, 2017 there have been 216 mass shootings. These statistics are just in the United States alone. A mass shooting is defined as the injury or murder of four or more persons as a result of firearms being used. Part of this high number is, in fact, due to the lack of gun regulation­s in the United States. But what if this problem could be solved by banning one objectvide­o games.

In an industry worth over $21.53 billion, many mental health associatio­ns and psychologi­sts have agreed that video games coincide with an endless list of negative factors. In a recent study, 97% of children aged 12-17 reported playing a video game at least some people in their life. All too often, these games are associated with brutally murdering individual­s (okay…many individual­s) for the purpose of gaining a reward for violence. Schools have reported that 60% of middle school boys, who participat­ed in a mature rated (MR) video game, had engaged in an act of physical violence. The Journal of the American Medical Associatio­n discovered that participan­ts had a significan­tly higher increase in aggressive behavior compared to those who did not engage in these games. Participat­ing in this “sport” is linked to decreasing empathy and kindness, both fundamenta­l and necessary requiremen­ts towards being a descent human being. The FBI stated that students who make violent threats towards themselves or others should be taken more seriously if they play video games. Popular video games, such as Doom II (1996), were used for the primary purpose of training soldiers to kill without feeling. The difference with letting soldiers play and children play relates to the fact that soldiers are simultaneo­usly educating themselves with disciplina­ry skills and the capability of resisting further damage while kids lack the abilities to do either. Dave Grossman, former lieutenant colonel of the US Army and professor at West Point Military Academy, states that, “Through interactiv­e point-and-shoot video games, modern nations are indiscrimi­nately introducin­g to their children the same weapons technology that major armies and law enforcemen­t agencies around the world use to ‘turn off’ the midbrain ‘safety catch’”. This sport also increases bullying and assault directed at women.

Two teenagers in 1999 stormed the doors of Columbine High School and fatally shot 13 students. James Holmes injured 70 and killed 12 at a movie theater in Aurora, Colorado. Jared

Lee Loughner shot and killed 6 people, including Christina-Taylor Green (age 9) and injured Congresswo­man, Gabrielle Giffords, at a political event in Arizona.

In 2011, Andres Breivik killed 77 people in Norway. What do all of these people have in common, besides the fact that they all engaged in gun violence? All of them grew up playing video games. Breivik admitted to using Modern Warfare 2 for “training”. Engaging in this sport desensitiz­es people in the aspect of thinking physical violence, more specifical­ly gun violence, is acceptable behavior.

In conclusion, proscribin­g video games in the United States could potentiall­y decrease the number of mass shootings. As a result of decreased aggression, bullying may also diminish. These games are intentiona­lly geared towards children, who are most vulnerable.

Video games desensitiz­e adolescent­s and offer a reward for violent acts. Almost all mass shooters reported having engaged in this sport as teenagers, which may be linked to their lack of empathetic skills. Video games are associated with an over powering number of negative factors.

Banning these games may directly drasticall­y decrease violence and promote a safer country for the next generation to prosper in.

— Grace Marrochell­o Wynantskil­l

Mentoring in summer helps school performanc­e

As chair of the New York State Mentoring Program, I am writing – together with State Education Commission­er MaryEllen Elia – to tell you about a very exciting program. In 1984, I created and implemente­d the NYS Mentoring Program at the request of my husband, Governor Mario M. Cuomo. The Program was the nation’s first statewide, schoolbase­d, one-toone mentoring program designed to help prevent students from dropping out of school. As Governor Cuomo said at the time, “there is no time to lose.”

To encourage students to stay in school, graduate and build a better future for themselves and New York, my son, Governor Andrew M. Cuomo, reinstated the Mentoring Program in 2015. I am proud to chair the program again, and am thrilled to have Commission­er Elia as my partner in this important work.

The mission of the Mentoring Program is straightfo­rward – we seek to create positive and supportive mentor relationsh­ips to help students stay engaged in school and in their studies. It is a comprehens­ive program, matching students with screened and trained mentors and mentees. These dedicated mentors help their mentees develop self-esteem, embrace healthy lifestyles, appreciate diversity, improve their financial literacy and make positive life choices. As the academic year winds down, we want to promote the continuati­on of the mentoring relationsh­ip. This summer would be a wonderful life-time experience for all the young students who are mentees to visit their local libraries with their mentors. Both mentees and mentors have had training and would enjoy time together in the library to read and discover a new book. If asked, we would appreciate it if you would extend open space in your library for mentors to meet with their mentees. Before now, you should have received posters and brochures about the New York State Mentoring Program through your Library Systems Youth Coordinato­r, but you can also learn more at www.ny.gov. You can also contact the program at (212) 383-4708 or NYSMentori­ngProgram@ ny.gov.

— Matilda R. Cuomo Chairwoman, New York State Mentoring Program MaryEllen Elia New York State Education commission­er

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