The introduction of virtual shooting ranges brings a sense of neutrality to me. Gun safety and fire-arm regulations are probably one of the most controversial topics in the United States today simply because some Americans take advantage of their given right stated in the Second Amendment, leaving many people injured or lives lost. We’ve seen it numerous times on the news in past years; the 2019 Walmart shooting in El Paso, Texas, the Columbine High School Massacre of 1999, and the San Ysidro McDonald’s Massacre in San Diego, California in 1987 to name a few. All of these horrific events were from the use of firearms given to unruly people who felt the need to take out their anguish on others for senseless reasons.
Guns should only be accessible for people with jobs equipped for the weapons, such as licensed hunters and law enforcement, and the idea for virtual shooting ranges would be easier for those in low-income communities to hone their job crafts. A reason why I agree with the plan for virtual shooting ranges is the affordability aspect of the plan. Since the COVID-19 pandemic, many people were pushed to the unemployment line, which aroused an engrossing number of money quandaries around the world, especially here in America. For those who struggle with economical deficits, they could buy a virtual reality VR simulation console and practice dry fire training in the comfort of their living room, backyard, or garage. Membership at the average shooting range costs an average $400 for a year, which means you would have to be loyal to the plan by showing up every month or so and practicing the time allotted for your session. For some, it’s difficult getting out of the house during these trying times, so having a VR simulation in your home could help you save money. That’s the biggest thing that I love about the idea of virtual fire-arm ranges.
Now here’s the disagreement on the issue that I have; the influence of VR simulation on teens and adolescents. Right now, we’re living in a time where technology is the outlet to many different things; shopping, banking, streaming music and film, and school programs, and young kids and teens are the apex consumers of it all. With the growth of the youth comes the accessibility of the internet, and with it comes the idea of VR simulation, which doesn’t seem too far-fetched. While the introduction of virtual shooting ranges is helpful, it poses risks for a child, or teenager, to take hold of the console. There are enough games that involve guns that could influence violence amongst the youth, like the Grand Theft Auto franchise, and we do not want another game-like product on the shelf that could impact violence on our kids. It wouldn’t be worth the risk, and with fewer virtual shooting ranges in place, this would be one step equal to a hundred for preventing the access of guns to adolescent individuals.