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video game violence research studies
video game violence research studies
video game violence research studies
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Since the moment video games became a commercial success there have been people who have pushed for unfair amounts of censorship to be placed upon the content of the games and its availability to children. These groups push for increased regulations on content but there is already an appointed group to handle this issue, the ESRB. Even though there has been an increase in mature content in the video game industry, increased censorship is not necessary because the current rating system and current censors make it nearly impossible for kids to reach this content without the help of a parent.
A lot of the people who complain about violence and other mature subject matter in video games are parents, but parents need to buy or at least be there when a game rated “mature” is purchased. When a game is labeled with an “M” the game has been noted as having mature content and cannot be bought by anyone under the age of seventeen. The ESRB notes that games rated “M” have “content [that is] generally suitable for ages 17 and up” and this “May contain intense violence, blood and gore, sexual content and/or strong language”. Ironically enough, the conditions to enter and watch R rated movies are the same as buying a M rated video game. Now even though the requirements for viewing are the same, the list of things that could be in an R rated movie are far worse than the content of an M rated game, the Motion Picture association Of America states that an R rated movie may contain “adult themes, Adult activity, hard language, intense or persistent violence, sexually-oriented nudity, drug abuse, or other elements”. All of the possible content for an R rated movie is far worse than an M rated video game but yet games get all the flak for indu...
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...e content by children and teenagers nearly impossible without the help of a parent or elder. In the end, if a child is exposed to content that is to mature for them; it is in no way the fault of the ESRB, the games developers, or the games publishers, the blame for that is solely on the ones who purchased the game for them.
Works Cited.
"ESRB ratings." www.esrb.org. Entertainment Software Rating Board , n.d. Web. 17 Oct 2013.
"rating process from ESRB." www.esrb.org. Entertainment Software Rating Board , n.d. Web. 17 Oct 2013.
Majoras, Deborah. united states. Federal Trade Commission. Marketing Violent Entertainment. 2007. Print.
Walters, Lawrence. "Sex, Lies and Videogames." www.gamecensorship.com. Lawrence G. Walters, Esq., n.d. Web. 8 Oct 2013.
"What Each Rating Means." www.mpaa.org. Motion Picture Association of America, n.d. Web. 10 Oct 2013.
Although Valenti and the Rating System's advocates claim that parents should have the final choice in what their children view, the system may, in practice, obstruct that purpose for parents who decide that their children should see some films. For films with the controversial NC-17 rating, the theatre is prevented from letting young John Small and his under-aged ilk from seeing a film despite his parents' permission. In fact, had John actually been accompanied by his parents, the theatre would have had every right -- some would even say responsibility -- to refuse his admission. The printing of the NC-17 rating often does not read -- as would be reasonable -- "Intended for Adults Only" but rather the more rigid "Not to be Attended by Children Under Seventeen.
The MPAA rating system was once a good source for people to find out whether a movie would contain immoral or violent images; currently the system has grown to become ineffective in today’s society. Society changes as well as movies; content and subject matter has changed for movies of this generation. If the system is not changed it will not help parents to know what movies will be appropriate for their children to watch. Because of the influence and prevalence of movies in our society and culture today a rating system is important, if that system fails to do its duty the negative influence that the movies can have on the children and youth of tomorrow will be great.
Jenkins, Henry. "Reality Bytes: Eight Myths About Video Games Debunked." PBS. KCTS Television. Web. 5 Sept. 2015. .
Kutner, Lawrence Ph.D. and Cheryl K. Olson, Sc.D. Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do . 1st. Simon & Schuster, 2008.
While unbiased studies of video games and their links to violence are hard to come by, recent research has shown that video games do not in fact have a casual link to violence, and may even have the opposite effect. Violent video games have nearly no link to violence in teens or adults. 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 age 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.
...Entertainment Group. (2003). Who enforces the ratings? Movie Ratings Q&A. Retrieved February 10, 2004, http://www.regalcinemas. com/movies/ratings.html
Most games today that children play depict some type of violence. However, parents neglect that the games have warnings for violence, language, and even nudity. In my own personal experience, kids will ask for the most trending games at the time and parents will buy the game to satisfy the needs and wants of the children.
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).
In 1900-1950 every movie in the world was rated before being released. The government, of the country in which the movie was made always did this. In 1956 the rules were changed. Each movie’s script was now required to go before a Film Board, before being produced. If approved the company was allowed to go on with production. In 1968 the Film Board of the Motion Picture Association of America adopted a new classification system. Instead of the scripts being read, the movies were made, rated by the Board and then put into a category. In 1968 the motion Pictures Association, the National Association of Theater Owners, and the International Film importers all gathered for a meeting about an organization called CARA (classification and rating administration). The main objective of this organization was to educate parents on the films and television that their children watch. This rarely changed any movies or television shows it just put an age limit on the people to be able to watch them. Anyone over seventeen years of age was allowed to watch anything they chose.
...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.
Costikyan, Greg. “The Problem of Video Game Violence is Exaggerated.” Video Games. Detroit: Greenhaven, 2003. Opposing Viewpoints Resource Center. Web. 5 Nov. 2005.
Brady, Robert. "Violent Virtual Video Games and Hostile Thoughts." Journal of Broadcasting & Electronic Media (2004). EBSCO. DePaul Library. 7 Mar. 2008.
Just like movies and TV shows, video games have the same rating system based on age.
Violent video games have become more realistic every year. Children spend about 40 hours seated in front of a screen killing cartoon characters. It has been debated whether minors under the age of 18 should play violent video games that contain physical harm, killing, and sexual assault. In the contrary, people say video games increases the capacity of learning of children, but violent video games cause great damages. Although there are an increase learning skills playing video games, violent video games should be prohibited to minors because it changes an individual behavior, physical, and brain.
...movie cases to parents or adults, they simply need to check on the back of the case to see the rating. If it is for family, they can buy it. If it is for adult and mature only, they simply need to say no to children, and then put it away instead of buying it. Violent video games do not cause behavior problems. It is possible that some people have weak health issue as they are on video games or technology too long instead of getting good enough sleep, eating healthy foods, and needing to get out more to have fun with family and friends in culture. Plus when players are feeling tired or anxious, they simply need to stop playing and take a break from video games for a while, at least until they feel better. Another possible solution is when a person needs to take a break from playing video game, they could spend their time outside with nature instead of on a video game.