Parental Responsibility in the Regulation of Violent Video Games

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One of the fastest growing sectors in the United States economy, with sales over six billion dollars in 2012 is the video gaming industry ("Games: Improving the Economy’). Technical innovation has given the video industry power to create exciting realistic worlds, turning video games into the vast entertainment business that it is today. Setting sales records, Violent Video Games (VVG) are now a common staple in many households. One of the most argued topics in media studies, investigation on the impact violence has on society from mass media continues to rage on. Parents look to the media for reliable studies to confirm or distinguish the effects VVG has on children. Even more menacing than violence on television or in movie theaters, VVG have created enticing graphic worlds created to slaughter fellow players. Modern video games allow players to take an active role within the game. Enticing players to engage in realistic assault scenes that are meant to be entertaining. Worthy playing is then rewarded with: trophies, bonus points and extra lives.
THESIS
Engaging in first-person participation in entertainment violence negatively influences impressionable youths whom are more and vulnerable to their environment. A large population of consumers purchasing VVG are teenagers and this should be a concern for society. Advocates argue that distorted images of violence desensitizes adolescents to emotions surrounding aggressive images. Some blame the video industry for the corruption of innocent minds. Politicians and child psychologist insist VVG impact youth in detrimental ways. The video industry voluntarily uses the Entertainment Software Rating Board, a rating system established in 1994 by Entertainment Software Association (ESA E...

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Works Cited

ESA Entertainment Software Association. "ESRB Ratings Guide." Entertainment Software Rating Board. Entertainment Software Association. Web. 5 Nov 2013. .
Ferguson, Christopher. "Video Games Don’t Make Kids Violent." Time Ideas. Time Inc., 07 Dec 2011. Web. 7 Nov 2013. .
"Games: Improving the Economy." Entertainment Software Association. Entertainment Software Association. Web. 25 Oct 2013. .
McGraw, Phil Dr. "Children and Violent Video Games." Dr. Phil. drphil.com. Web. 5 Nov 2013. .
United States. Federal Bureau of Investigation. Crime in the United States. 2011. Web. .

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