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Literature has always given its thoughts on this debate. There are a lot of resources (journals, books) on this subject. The discourse about media violence is characterized by arguments designed to protect one’s own way of thinking rather than an openness that allows for cooperation and sharing of wisdom. (Potter, 2002). Potter (2020) also highlighted that these arguments often depend on misinformation, because the goal is to win the argument, not to increase understanding of the problem.

According to Boyle (2004) crime statistics consistently demonstrate that men are the most likely victims as well as perpetrators of media violence. Yet, because it is so prevalent, male victimization is undoubtedly under-researched, both in real-life experiences and media representations. Boyle also pressed that, indeed, it is telling that, in this book, male victimization is most thoroughly considered in screen fiction.

Violence in games is also something that society is very worried about. According to this, works of fiction sometimes contain true statements about the real world, but educating consumers about the real world is not the job of fiction, and consumers should not assume that reality will be accurately represented in fiction. (Bartel, 2020).


                                                    Reference

Bartel, C. (2020). Video Games, Violence, and the Ethics of Fantasy: Killing Time. Bloomsbury Academic.

For reading: https://ereader.perlego.com/1/book/1690920/0

Boyle, K. (2004). Media and Violence: Gendering the Debates (1st ed.). SAGE Publications Ltd.

Link: https://ereader.perlego.com/1/book/860400

Potter, J. W. (2002). The 11 Myths of Media Violence (1st ed.). SAGE Publications, Inc.

Link: https://ereader.perlego.com/1/book/1004184