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Are video games dangerous
The danger of video games
The danger of video games
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As we hear about shooting sprees at local high schools, people immediately begin to lay blame for the event on the video gaming industry. Critics then use these events to raise their voices against the violence that is portrayed in many of the popular video games. Critics proceed to try to ban the sale of these video games without having any real proof of their accusations. Video games do not contribute to youth violence because there is an excellent rating system in place, the simulated violence provides an outlet for aggression, and the research that critics use is flawed.
Just like movies, video games receive a content rating by the ESRB, Entertainment Software Rating Board which is a non-profit entity that regulates the industry that creates and markets video games. Video games receive a rating that suggests age appropriateness for the game and content descriptors which indicate attributes of the game that triggered the rating.
This is an excellent rating system. If video games are correctly identified using this system, and purchasers of the games adhere to the system, then only those people who are mentally mature enough to be exposed to violence without being influenced by it will be exposed to the higher levels of violence. For example, when the game Mortal Kombat came out, my teenage brother purchased the game and was playing it while I was watching. When my mother saw the scene where a person in the game fell into a pit and was impaled on spikes with a lot of blood surrounding him, she was upset that I was watching this and felt that I was too young to watch such a scene. I was only 8 years old. So when she looked at the content rating of the game, she banned the game from being played while any children were able to vie...
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... accusations. If they really stopped to gather the facts they would find that, the United States has an excellent rating system for video games. People should consider these ratings before they allow their children to play these games. People should not jump to conclusions about video games without being able to provide proof. Valid proof however, is not available because the research studies that have been attempted are flawed. If there is no valid proof that video games cause violent behavior then people should not make a rush to judgment about something they don’t really understand. In this country, a person is considered innocent until proven guilty. We need to take this stance on this issue as well. We should believe that video games do not spawn violence in today’s youth. We should believe this until it can be proven otherwise with impeccable research studies.
The article “Do Video Games Kill” written by Karen Sternheimer addresses the widespread question; are video games the cause for “young killers”? (220) Sternheimer believes concern for the influence of video games may have on youth is spiraling out of control. She puts most of the blame for this out of control concern on the media. She also writes some about the politicians and the Juvenile Justice System. Sternheimer suggests that there are other factors to blame for violent behavior: poverty, the neighborhood, unemployment, family violence, divorced parents and mental illness (218). While it may be that juvenile crimes have declined, and personal backgrounds effect actions, it cannot be proven that video game violence has no to little effect on
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 allegation that videogames cause violent behavior in children has been present as long as videogames themselves. Some researchers said that the Sandy Hook shooter, Adam Lanza, was one intense gamer. “Seung-Hui Cho, the Virginia Tech Shooter was seen by his roomates as odd because he never joined them in video games.”(Beresin) This debate will continue to go on in this country as long as there are horrific crimes that occur. There is much written in the research regarding this issue, and many differing views. The research that is presented in the next few paragraphs supports the theory that it is not the graphic video games that produce aggressive behavior, but other factors in a child’s life that create violent actions.
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.
Ever since the creation of video games, people have been entertained without the need to go out to the movies or some other outdoor activity. However, people never realized that video games could influence children emotionally. Apart from the discussion that video games, or other activities that have to do with television, can ruin people’s vision, violent video games can influence children to develop aggressive behaviors. There have been situations worldwide, like the Columbine High School shooters, where video games were to blame. Some laws were even passed to lower situations similar to the Columbine High School Massacre. For example, California passed a law in 2005 that would have required violent video games to include an "18" label and criminalized the sale of these games to minors. Video games can influence children in the US to develop violent behavior.
Violence in video games supposedly causing violence and criminal acts in real life has been argued for many years and a solution has been proposed. Since many people believe that violence or a criminal act in real life is more likely to occur at the hands of someone who has played a violent video game as a child, an age limit on certain kinds of violence in games has been proposed. I believe that if parents regulate their children and make sure that their child is not being negatively affected then no problems would arise from this.
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.
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).
then video games could be responsible for much of the bad news we hear on television.
Although violent video games are thought to encourage real world violence, they actually help to prevent it. I am focusing on violent video games and how they affect juveniles because I feel that this issue needs to be looked at in the criminal justice community. It is an unnecessary distraction to blame the actions of a disturbed youth on a form of entertainment that has been used by millions of people without incident. A review article published in The Psychiatric Quarterly found that many studies which claim to indicate an increase in aggression due to video games are, in fact, biased! Once the bias is taken into account, the studies no longer find any correlation between youths who play violent video games and youths who demonstate aggression and violent behavior. (Ferguson, 2014)
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.
...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.
Below the rating, it states why the game is rated the way it is. If the container states there is blood, gore, and violence, then the player already has prior knowledge to the type of game it is. If a parent does not want those characteristics exemplified in front of his or her kid, then the parent should not allow the kid to play the game. I also do not believe there should be less censorship because I believe media producers do a good job at rating their media. I believe the public has sufficient knowledge about what they are about to watch.