Introduction Gaming in modern time has evolved from low and simplistic graphics to extremely realistic graphics. One thing never changed after these graphics were upgraded, the huge controversies. People have been researching to find a solution or control to the controversy. They have found possible solutions, but the community has always found ways around the solution to return to the problem. To better the situation, we first do so by establishing some examples, cause for starting controversy, regulations, and actions of the regulations. Controversial Examples Controversy is a debate or arguments with the public, filled with matters of opinions. It can appear anywhere and anytime, for as long as there is a disagreement there can be a controversy. …show more content…
On the other hand There are also positives to gaming, for instance video games are a form of entertainment, so it could be used for a fun activity for the whole family to enjoy (ESA). Other than entertainment, it can give the person an opportunity to having a job as a gamer, or to be part of the video game industry (ESA). Although there are many negative aspects about gaming, there are some aspects of it that makes it positive too. For instance, the studies of Ergonomic evaluation of portable videogame software presents us with information that when playing video games, the emotional state ends up to be usually positive (Kato, Yoshizumi). It tested an experiment observing the psychological level after playing a difficult game, for a certain amount of time. The results supported that if there were real life crimes that may have been due to gaming, this would have been most likely false. In fact, 67% of the parents argue that games have no effects on their child (Lenhart). In addition, Henry Jenkins, a professor in communication states that, "It's true that young offenders who committed school shootings in America have also been game players, but young people in general are more likely to be gamers... and overwhelming majority of kids who play do NOT commit antisocial …show more content…
Even with these methods, there was failure to lessen the problem as there are still plenty of controversies in gaming. The governments biggest act of prevention was the creation of the Entertainment Software Rating Board, ESRB (Margenau, NCAC). The ESRB is responsible for adding ratings to games, allowing the customers to be able judge for themselves (Margenau, Wojciechowski). This was a huge impact to the gaming community especially for parents as they can see what games are right for their child. But this was still not enough to prevent the
Researchers, however, have found that gaming may not be completely bad for adolescents. A recent study by Paul J.C. Adachi and Teena Willoughby points out that video gaming may satisfy the same criteria for positive youth development as traditional organized activities such as sports, music or clubs. In direct contrast to this analogy, they demonstrate that there may be significant social benefits of gaming, that adolescents are motivated to play video games and that this type of play requires concentration and mental effort (Adachi and
Despite criticisms of video games in the media and among much of the general population, video games have many positive aspects. Walton points out that much of mainstream press tries to put forth the opinion that video games are a plague upon young people (and sometimes even adults) today—blaming such diseases as diabetes and mental issues like sociopathic behavior on video games. Rarely are the positive aspects of games shown—increased hand-eye coordination, development of social problem solving skills, increased attention levels, better collaboration with other students and better grades. (2012)
Parenting.com brought up research on video games to argue about. They mention that a first-person shooter game is more serious than watching violence on T.V. A recent meta-analysis in 2010 of 12 earlier studies found a link between times spent playing video games and violent behavior later in life (Emmons, 2013). They mention the study that was taken place in 2004 from Journal of Adolescence showed that video games are more desensitized than TV. That the children that play violence game are more interactive than watching, their physical activity are different. However, they mention the other studies that failed to link between violent video game exposure and aggression (Emmons, 2013). They brought up a good point that most of the studies had focused on normal kids, the study does not consist of children with e...
The ESRB rating system was created in 1994 in response to violent video games like Doom, Mortal Kombat, and Night Trap. The ESRB rating system is meant to protect those under the ages of each rating, eC (Early Childhood) through A (Adult, 18+). While it is not illegal to sell Adult or even Mature games to minors, most retailers like Gamestop and Target refuse to sell them to those under 18. Also, console manufacturers will usually not allow a game to be produced if it is unrated, or if it refuses to be rated. The ESRB rating system is a system that rates games based on how ‘adult theme...
FORD, WILLIAM K.1. "The Law And Science Of Video Game Violence: What Was Lost In Translation?." Cardozo Arts & Entertainment Law Journal 31.2 (2013): 297-356. OmniFile Full Text Mega (H.W. Wilson). Web. 27 Nov. 2013.
One such critical view on video games is that it has caused an increase of violence and a desensitization of said violence in children. According to Nauert (2006) researchers at Iowa State University have performed studies on this in 2006 and concluded that compared
The public debate of video game censorship began in 1976 when Exidy’s arcade game Death Race was released, the player would have to kill the “gremlins” and as the player kills them they would scream and be replaced by tombstones. Censorship reached its breaking point in 1992 when
Unlike popular belief, the first violent video game was not Mortal Kombat. The killing started with a game called Death Race 2000 released in 1976 by Exidy Software. It was based on a B movie by the same title and features the main theme of the movie in the game: to run people over. You control the car to run over people, and the people you have killed become a cross. Needless to say, the game was quick to draw attentions towards it. The criticism from Americans all over the nation eventually got the game pulled off the market. One would think that the game must have been pretty intense and gruesome if it attracted such a response. Nope…not a bit…in fact, this is how the game looks:
“On Tuesday, November 2, while the rest of the country was voting, the Supreme Court of the United States heard oral arguments in Schwarzenegger v. EMA, the landmark case in which the state of California is petitioning for the re-instatement of a California law banning the sale of deviant or morbid violent video games to minors” (Macris). This case is a current example of the opponents of video games trying to prove video games are a bad influence on children and teenagers. Violent video game opponents have always tried to disprove the positive effects of video games. They also have been known to make up and mislead with tales of terrible side effects. This essay will prove to the reader that many of these various statements against video games and their creators are false. Contrary to opposition arguments, video games actually present benefits to gamers by reducing stress, providing entertainment, and helping to develop motivation that could not otherwise be achieved through conventional means.
Violent video games have been rumored to encourage and cultivate aggressive behavior in primarily male adolescents. These assumptions are not as stable as they would like one to believe. According to Christopher Ferguson, Chair of Psychology at Stetson University, and Patrick Markey a psychology professor at Villanova, “[A]bout 70 percent of the male students habitually play violent video games…those who perpetrate acts of violence in schools re more than three times less likely to play violent video games than an average high school student.” The pair have consistently been stating the lack of evidence and this idea is further supported by John Riccitiello, then CEO of EA, says “[The] hundreds of
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
This being said, it can be proven that advancements come with positive and negative effects. The video games of twenty-five years ago have evolved into something different and in some cases something dark. Research has shown in many cases that video games have negative effects such as: increased aggressive behavior, desensitization, and poor physical heath on adolescents. Many researches also think part of the problem arises because adolescents do not receive enough parental supervision with these games. After discussing these negative effects it will be obvious that more vigilance and regulations are warranted.
Video games first appeared in the early 1970's. It all started with a simple white ball bouncing back and fourth on the screen. In 1986, Nintendo introduced its first line of home video game consoles. With the Nintendo Entertainment System (NES) on the market, the home video gaming industry surged and immediately became popular among children. Since then, not only have video games increased in popularity, but there have been vast improvements in graphics, game play, and forms of gaming. Today, video games have become the preferred choice of entertainment among children and teenagers. Research done in 1998 has shown that kids who own video games spend an average of 90 minutes a day playing them. Clearly the video gaming industry is a profitable one. With the increasing competition between gaming companies, the advancement of technology and content of games began to change. One of the most significant and concerning changes in gaming is graphics. With the improvements in graphics the content of the game became more and more detailed and realistic. Visually violent actions can now be displayed on the screen. Images of blood, flying body parts, and gore have been integrated into every aspect of today's video games. Violence has always been a common factor in many games, but with the improvements in graphics and capabilities of gaming consoles, a growing number of people are becoming concerned about the effects on our children and society.
Many people believe that video games change people and mislead them to do bad things, such as drugs and alcohol, but it is the opposite. Gaming prevents people from such acts and actually helps to keep them away from the substances. Lots of people, mainly parents, believe that video games harm people so they try to keep their children away from them. In reality, video games make your life better. Video games can provide many benefits to your lifestyle as “numerous academic studies indicate that playing video games has many psychological and even physical benefits” (Guarini). Gaming helps stimulate the brain and advances your problem solving abilities. There are disadvantages to gaming, which is true, but the amount of benefits outweigh them by far.
For example, regarding if video games cause aggressive behavior in children, in the opposite view think that violent video games should not be banned and sell it in everywhere because it is just a game that they will not be able to do in real life. However, David states "Although a link between video games and what the researchers define as “aggression” may exist, there is no causal link between violent games and violent criminal activity" (Willis 149). This mean that aggression does not have any relation with a criminal activity of an individual at all. In addition, there is another expert who believes there is no link between video games and people’s violent actions. Christopher, who is a professor assistant at Texas A&M University, insists that there is no correlation between aggression behavior and video games showing in his own meta-analysis that this theme was out of evidence and supporting that video games do not cause aggression behavior, that everything arises from the need to find a reason to blame after commit terrible acts of violence (Willis 175-179). However, while this view made some valid observations, this is not entirely base on facts. One of the best example is Andres Behring Breivik who decided to bomb a government structure in Norway, leaving eight people dead and several of them injured and affirming that a shooter game had helped him to do this massacre (Netzley 49). This shows that games are extremely damaging to society and violent video games cause violent actions. Another example is Jared Padgett a freshman student who killed a classmate and then suicide himself. Jared liked to play shooter games what left doubts about if this pastime can encourage children or adolescent to commit a violent act, and the idea that video games are violent in nature (Glynn