One of the earliest and most violent games is called Mortal Kombat, as it was known for its gruesome fighting scenes and bloody endings, ”Mortal Kombat came under heavy fire for its excessive use of blood and its inclusion of match-ending techniques called fatalities that resulted in scenes of extremely gory violence.”Another highly violent game was called Doom as this game was a first person shooter and caused many companies to question the game as this game included lots of graphic images, “which in this case involved the use of weapons to maim and kill an array of monstrous enemies.” Both of these games were highly questionable to their companies at first because the creators worried that their game will be banned or taken down because of its violence or graphic images.
Solution: Many parents and companies are looking for solutions to cut down the violence, maybe the companies can have two settings for people who are allowed to see the graphic images and who are not allowed. An example of a game that has these settings is a game called Call Of Duty Black Ops 3, as this game was in many lawsuits before because of their earlier games, parents sue the game for their child’s behaviour as they act very aggressive and crazy after playing the game. These lawsuits could’ve been
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The games may contain intense violence, blood and gore, sexual content and/or strong language. Parents must be present at the game store to say that they approve that their child can play it despite the rating in order to buy it. The Long Island incident dealt with kids that were too young to play Grand Theft Auto according to the ESRB rating. The Parents could have stopped this from happening if they were to review the game to see if their child should really be playing it. They could have done a little bit of research and found that they have been involved in many lawsuits surrounding the video game and real world
The authors of the article “Violent Video Games Affecting our Children,” offer a solution to this issue (Vessey and Lee 2000). Addressing parents, they suggest that they monitor the type of video games children play and how much time they spend playing (2000). As long as the parents assume responsibility on this matter, choosing which games are appropriate for their children, they decrease the chances of their children overexposing themselves to the graphic images from video games intended for older audiences
Most people see a violent video game being sold and do not think twice about it. The sale of violent video games in our current system is normal. In 2008, 298.2 million video games were sold in the US, totaling $11.7 billion in revenue. Six of the top ten best-selling video games included violence, with four of the games carrying a "Mature" rating recommended for persons aged 17 and older (Procon). In June 2011, the case of Brown v. Entertainment Merchants Association California attempted to enforce a statute that gives a punishment for selling violent video games to minors (Herard 515). Entertainment Merchants Association took this statute to court saying it violated rights given to the people under the first amendment. Both sides of the case had a well constructed argument. The Supreme Court had a final decision of seven to two. Even though the decision was not very close, both sides need to be looked at to understand how the decision came about.
Video games have evolved tremendously since they were released in the early 50’s. The 2D ping pong has evolved into 3D virtual realities that immerse us into another world. There are different genres of games, but the one we’re going to focus on is the action genre. These games are known for their violent content and graphic nature. These games promote harming other individuals to beat the game. Violent video games influence people to behave violently, desensitizes people to violence and makes them see the world as a violent place, and it causes people to act aggressively when interacting with others.
Video Games have been around since the early 1940s. Meaning people have been playing video games for at least the last 74 years. Based on research the first violent video game came out in 1976 known as Death Race. This game was described as sick and disturbing. Death Race was a driving game and you received points when you ran over people. Think that is violent, imagine the violence in the video games 28 years later. Violent video games affect the present and the future because they impact children’s mind, behavior, and education.
The first reason video games are an issue is that many video games made today possess content that many people would consider to be obscene. The term obscene covers violence, profanity, and sexual images (obviously). Such videogames are usually branded with the M (mature audiences only) rating on the front of the videogame cover. This means that only players seventeen or older should be playing such games. However, many children around the ages of twelve and under are acquiring these video games as gifts or are purchasing the games themselves. Therefore, it can be assumed that the parents are purchasing M-rated games for their children, and that stores are willingly selling these young children M-rated games. As Paul Keegan says, parents are not following these ratings and stores are not enforcing them, thus allowing young children to view content that is considered obscene (6). Thus, if parents understand and follow the various video game rating labels, and if stores enforce the videogame rating system, then young children will not be as easily able to view mature material.
Violent video games are becoming more popular among children and adolescents of all ages since its debut approximately 30 years ago. This growing popularity is generating an increasing concern that these sometimes very graphic videos and life like characters can have a negative influence on the younger generation. Although never proven, there has been speculation that some of the high school shootings across the country were committed by students who were habitual players of violent video games. Due to these concerns, a non-profit, self-regulatory organization was established in 1994 by the Entertainment Software Rating Board (ESRB) to appropriately rate all video games from EC (early childhood), E (everyone), E10+ (everyone 10 and over), T (teen), M (mature), and AO (adults only). While assessing the efficacy of violent video game ratings, it is unknown how effective these ratings are for the intended audience (Becker-Olsen & Norberg, 2010).
...t that a 9 or 10 year old can have easy access to games such as Grand Theft Auto is just scary. I found option number 3 to be too extreme. Regulations are necessary, but option 3 would leave companies very restricted in terms of creativity and set a sense of fear in the game developers. Also, option 3 will impede one’s right to purchase the game one wants, without the eyes of big brother watching. Overall, option 2 is the most balanced, it deals with the weakest part of the rating system, and that is the enforcement of the ratings. Most retails now do not enforce the ESRB’s rating system; almost anyone can buy whatever game they want without fail. With option 2, the retailers are now more responsible than before in watching what their customers buy. This way, we can keep Mature games out of the hands of young children, yet adults can buy them if they wish to.
Video games are a rapidly growing industry. There are nearly two games sold for every household in America each year (Anders 271). The vast majority of these are sold to adults, but there is no national law that prohibits minors from buying violent video games. A few states have legislation pending that will prevent this, but the fact is that minors do have access to violent video games. There is a voluntary rating system implemented by the ESRB, where games are rated based on their content. The games that are rated Mature are not supposed to be sold to anyone under seventeen and Adults Only titles, but “some retailers do not impose such limitations” (Anders 271). The bottom line is that minors do have access to these violent games.
“As video games have become more violent and more sophisticated and the sales of video games has skyrocketed in the last few decades, youth violence has plummeted,” Ferguson says, citing evidence compiled by various federal agencies (Adams 3). Violence in video games is not a new issue. It has been debated and argued since the release of the first violent video game. As time has progressed, so has the evolution of violence and strong language within video games. Ratings have become more relaxed, and the lines between T (Teen) and M (Mature) rated games has gotten closer together. Violent games are becoming the normal and accepted of all games, and are being demanded by the gaming industry more heavily. Parents have always shied away from these games for their children, regardless of age. However, kids are getting these games whether they are the correct age (17+) or not. Young kids, less than ten years of age are playing horribly violent games and parents are fearing the repercussions. But video games are not to be blamed for child violence. Violence in video games does not cause children to become violent people later on in life.
The censoring of violent video games has been a controversial issue since the early 90’s to the present time, and has been growing more and more with the advanced graphics that have been developing each and every year. (Including the fact that people react even more to the unexplained missions that they give in video games). For the good of society violent video games should be banned.
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.
In 2008, the computer and video game industry has made $1.7 billion in revenue. Of this, 16% was made through the sale of violent video games (FYI: Video Game Statistics by the Entertainment Software Association | Critical Gaming Project). Many parents are concerned about these violent games because of how they can affect their children. Many think that these games are dangerous and should be banned. Others believe that the sale of these games should go unregulated. Whereas still others believe that there is a middle ground between these in restricting the sale or rental to minors.
After all, the researchers have proved that violent video games made a negative influence on children brain like thinking skills which made their behaviour aggressive, on their physiological energy leading to segregation in the family, and on the parenting role of the parents. Violence, at this point in time, is definitely part of video games. Many of the newer games are becoming even more violent, so it is important to demand to prevent the selling of the violent video games, in order to protect the children from all forms of violence and to keep them safe.
The violent video games are popular in a school. Parents can best protect their children by providing limits or be finding another interesting activities.
...nst TV violence; they only regulate language and sexual content (Brown,2). The American television industry and movie industry are very prude regarding sex and language, but very permissive on the topic of violence. Many movies that have brief glimpses of nudity, or more than one use of profane language get rated R, yet action flicks with thousands of killings in them are rated PG-13 (Horn and Zeitchik, 2). Some question if the ratings would be more appropriate if the government established the regulations rather then the voluntary industry. Movies are rated by the Motion Picture Association of America, know also by the acronym MPAA. Television shows are rated by the network or broadcaster, that the show plays on. The Entertainment Software Rating Board (ESRB) rates video games but there are no set laws that prohibits children from buying games rated for adults.