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Why violence in video games has negative effects
Why violence in video games has negative effects
Why violence in video games has negative effects
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ESRB Rating System
One of the influential variables considered to contribute to inconsistencies in professional online video game reviews is the rating the video game receives on the ESRB scale. Funded by the video game industry, the video game industry trusts the ESRB rating system to make accurate reviews for video games in the United States (Felini, 2014). The ESRB system detects 30 content descriptors that include violence, nudity, vulgar language, and sexual references (Leaczniak, Carlson, Walker, & Brocato, 2017).
Leaczniak (2017) determined that 88% of parents that buy video games for their children, value the ESRB rating system in its use and efforts to help parents reduce the exposure to violence in younger generations. Their
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However, Leaczniak’s cross sectional, online poll targeted adults who have children ages eight to twelve, shows that ESRB ratings assist parents and caretakers to supervise, monitor, and limit violence exposure in younger children (Leaczniak et al., 2017). Leaczniak’s study further emphasized the importance of the ESRB rating system, and how parents can use this rating system to control inappropriate content for children, which can result in a change in video game preferences the adults, and in turn change the amount of revenue video game developing companies get can change (Leaczniak et al., …show more content…
The action game genre diverges into multiple video game sub-genres. These sub-genres become their own genres. These action game sub-genres include first-person shooter games, such as Halo, Overwatch, and Call of Duty, and real-time strategy games, such as Command in Conquer, Starcraft, and Super Commander. Clarke, Lee, and Clark (2017) found that the video game genres consist of a broad definition that molds to the video game playing community's opinion. Video game categories consist of five meta-categories. These meta-categories are time, space, player structure, controls. An example of this is when Clarke and her team tried to find a genre for Minecraft. When searching the internet to find what video game genre Minecraft classify as several categories showed up across several websites. These genres ranged from Action-Adventure to Fantasy to Sandbox and Simulation (Clarke et al.,
...r easily purchase them without serious consideration for their youths wellbeing and evaluate for themselves if any videogames including violent ones, are beneficial for their children. Take for example “the case of the eight-year-old boy in Slaughter, Louisiana, who over the summer picked up a gun and killed his elderly caregiver after playing Grand Theft Auto IV”. At first glance it seems like the videogame might be the catalyst here, but upon closer inspection we can see that the big issue here is that there was the eight year old child had both unmonitored access to violent media that is intended for ages 17 and up, and unmonitored access to a loaded weapon. Adequate parenting in spite of the lack of supported scientific research being applied to this situation would have more than likely resulted in the survival of the elderly caregiver of the young boy.
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.
Some psychologists theorize that violence is a learned behavior. Children learn by imitation. If this statement holds true, then are we not responsible to mandate the regulation of violent video games accessible to our children? The level of exposure and alarming growth rate of violent behavior being portrayed as an acceptable form of entertainment for children need to end. Children are a blank canvas; what parents, peers and society paint on them will help determine how they will live their lives. Parents need to step up to bat and accept responsibility for the decisions made within their parental control regarding the allowance of detrimental influences in their children's lives because we are entrusted with their welfare.
In pages 20-24 of Reality Is Broken: Why Games Make Us Better and How They Can Change the World, I agree that there are many different video games. For me, I am a fan of single-player games with story modes because I can play by myself and go at a pace that suits me. However, I enjoy playing online multiplayer when I have friends I can play with because it is fun interacting with friends and doing stuff together. I play on a console or my computer, but I have played on my phone and a hand-held device. I have not played a board game or card game in a while, but I would play it if the opportunity presents itself. The video games genres I play are sports, action, and adventure. I agree with Jane McGonigal that video games share four defining traits,
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.
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...
Just like movies and TV shows, video games have the same rating system based on age.
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).
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.
“90% of pediatricians and 67% of parents agreed or strongly agreed that violent video games can increase aggressive behavior among children” ("Do Violent Video Games Contribute to Youth Violence?”). Pediatrics and parents are aware that kids that play violent video games see a change in their behavior. Many cases they see the kids with anger problems and causing them to do violent acts. Violent video games have been around for many years where some older titles, such as ‘Mortal Kombat’ and 'Grand Theft Auto’ both are some of the most controversial ones. The video game industry has been growing and with the large amounts of violent video games being produced. “Total US sales of video game hardware and software increased 204% from 1994 to