With the rise in popularity, video games have become a common electronic in most households. According to Chris Morris and Ken Polsson, “Total US sales of video game hardware and software increased 204% from 1994 to 2014, reaching $13.1 billion in 2014…” With the astounding surge in electronic entertainment, people are curious to know what effects video games might have on our societies. “An estimated four out of five US households with a male child own a video game system and worldwide sales of video games are predicted to reach $102.9 billion in 2017.” These numbers come from newzoo.com, a leader in global market intelligence in games.
The large boom in the video game industry has publishers producing large amounts of new game titles, increasing the voice of concern. Similar to the film industry, games have become more graphic as our societies become more desensitized to violence. This brings up a large debate on whether violent video games influence violent behavior in minors. Tracy Dietz, a sociologist and author of “Sex Roles” writes, “Video games often require players to simulate violent actions, such as stabbing, shooting, or dismembering someone with an ax, sword, chainsaw, or other weapons. Game controllers are so sophisticated and the games are so realistic that simulating the violent acts enhances the learning of those violent behaviors.” These are compelling accusations that sparked a large outcry for something to be done.
However, the United States, Canada, and Mexico have a system in place for violence in video games, the Entertainment Software Rating Board or ESRB. In 1992 a video game called “Mortal Kombat” was released in arcades; the bloody fatality’s put video game violence in the s...
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...ss to the World Wide Web, games have become cooperative; the Web allows for people to join a team and play agents an opposing team. Competitive play and strategies are required to succeed in eSports which is not much different from our traditional sports. Most people not interested in gaming will automatically say it is in fact not a sport. However, Chess is considered a sport in many places for its strategy. It is also noteworthy that ESPN has invested in eSports and colleges are giving scholarships for the top players in eSports.
To conclusion, you should ask yourself, what effects do you think video games have? Should video games be better monitored for violence? Do you think teaching with video games in a classroom is okay? Finally do you think eSports should be considered a sport? No matter what side you take the numbers show, this is the generation of gaming.
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