Entertainment Software Rating Board Essays

  • Entertainment Software Rating Board Essay

    610 Words  | 2 Pages

    The Entertainment Software Rating Board or what its more widely known as (ESRB) is the U.S. used system of regulating video game rating. Much like movies and music video games sometimes have content that some parents may want to keep their children away from. That is where the ESRB comes in, they review games and assign them each ratings based on certain content so that people can know the type of content a game will have before they purchase it. Each game rating can be found first in the bottom

  • Entertainment Software Rating Board Summary

    716 Words  | 2 Pages

    almost all video games undergo a rating system, The Entertainment Software Rating Board (ESRB), much like how most movies go through the Motion Picture Association of America (MPAA) in order to assign the appropriate age and suitability for certain audiences, based upon the content of the product. In Goldman's article, he discusses the cinematography and designing of the video game Mortal Kombat in a collaboration between Warner Bros. Interactive Entertainment Inc. and the company NetherRealm Studios

  • Parental Responsibility in the Regulation of Violent Video Games

    1258 Words  | 3 Pages

    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

  • Government Regulation of Video Game Violence is Unconstitutional and Unnecessary.

    973 Words  | 2 Pages

    depressed teen lashes out with a handgun…” Americans serve witness in recent decades to this scary yet familiar occurrence. The cause of this familiar scene is minors suffering from social disorders and aggression. The major focus of blame is the entertainment industry including television, movies, books, and recently video games. The state of California decided to address the concern of video game violence by passing a law banning minors from purchasing games that are considered “violent”. However

  • The Video Game Industry’s Rating System

    1629 Words  | 4 Pages

    subject matter in various games. The video game industry has dealt with several issues concerning their rating system in the past and people have wondered whether they need external help to address this problem. The video game industry is doing a sufficient job of regulating itself when involving mature content in violent games and the government should not interfere in this industry's ratings system. The early 1990s brought with it increases in technology and violent video games emerged with “person-on-person

  • Should Violent Video Games Be Banned?

    1266 Words  | 3 Pages

    Should Violent Video Games Be Banned? 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

  • Negative Video Games Essay

    1119 Words  | 3 Pages

    The first video game arrived on the scene in the 1950’s. It began as a rather simplistic form of entertainment including games like “Tennis for Two” and “Ping Pong”. Fast forward 50 years later and current games advanced extremely beyond the basic oscilloscope. Developed animations have lifelike characteristics; some even mimic the movement of the player’s body. Video games have evolved and with evolution come many concerns about its sometimes violent and immoral contents. This presentation serves

  • V-Chip Crimes

    1472 Words  | 3 Pages

    watch (“V-chip”). This also can factor out any violent media. The act of manual control is made easier due to the creation of rating systems on most platforms of media. The invention of the V-Chip is what allowed for parents to have all of the control they maf have ever wanted or needed. As stated, “The V-chip allows parents to block specific programs based on their ratings label.” (Cornwell) The invention of the V-chip was revolutionary for any who wanted to prohibit any violent or indecent content

  • Violent Video Games Cause Violence Essay

    1081 Words  | 3 Pages

    Video games are one source of entertainment, one form of media; you don’t see the same amount of hate being directed toward violent movies or TV shows. There are countless reputable studies being done saying video games do not make people violent. You see the media, especially the mainstream

  • Understanding the Link Between Video Games and Violence

    1970 Words  | 4 Pages

    examining my personal experience, analyzing studies refuting both sides of the argument, trying to view the American fascination with violence through an outside perspective, and reviewing the thought processes that lead the members of the Entertainment Software Rating Board (ESRB) in order to gain a full perspective of the issue. What correlation exists, if any, between violent video games and the violent tendencies that children exhibit after exposure to said media? Throughout my research, I have discovered

  • Violent Video Games Essay

    1543 Words  | 4 Pages

    Video games are widely popular as a form of entertainment for young children and teenagers in the United States, and many of these games contain forms of violence. Because this causes exposure to such graphic images for many children, there has been a concern that these violent forms of entertainment affect these children. Numerous studies conducted by groups of psychologists have been directed on this particular issue, leading to evidence both for and against this claim. This is an issue which parents

  • The ESRB Rating System

    1032 Words  | 3 Pages

    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

  • A Stronger Video Game Content Rating System is a Must

    1446 Words  | 3 Pages

    A Stronger Video Game Content Rating System is a Must Many of today's youth are easily influenced by their environment. Their environment can include their family, friends, school, and even media (television, music, video games). With technology rapidly advancing, video games are having an even greater impact on youth. In the last few years, there has been a steady increase in the amount of violence contained in all media, especially video games. According to Alison Motluk, "more than 90 per

  • The Affects of Games

    1883 Words  | 4 Pages

    When one hears the word video games what is normally thought of? “Donkey Kong” possibly, or maybe the newer games like “Call of Duty” (COD) or “Halo” and “Grand Theft Auto” (GTA). Either way video games have gone though many advancements over the years. Since back in the 80’s when arcade games and games like “Donkey Kong” were around games could only go linearly up and down or left and right. For insistence in “Super Mario” the character could not move backwards only forwards and up and down (jumping)

  • Government Regulation On Video Games

    1639 Words  | 4 Pages

    Government Regulation on Violence in Video Games for Adolescents Ever since violence in video games emerged on the scene of entertainment there has been a controversy surrounding them. Mortal Kombat was the first, and continues to this day to be one of the most brutal games in terms of straight up violence, and more recently made the addition of sexual themes with female characters being represented in revealing outfits. The content and quality of video games have improved tremendously over the

  • Violence and Sexuality in Video Games

    3088 Words  | 7 Pages

    Violence and Sexuality in Video Games Unlike popular belief, the first violent video game was not Mortal Kombat. The killing started with a game called Death Race 2000 released in 1976 by Exidy Software. It was based on a B movie by the same title and features the main theme of the movie in the game: to run people over. You control the car to run over people, and the people you have killed become a cross. Needless to say, the game was quick to draw attentions towards it. The criticism from

  • Video Games Do Not Spawn Violence

    1192 Words  | 3 Pages

    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

  • Violent Video Games Don't Lead to Increases In Violent Behavior

    1413 Words  | 3 Pages

    A young, blonde woman stands with her fists raised. She shifts her weight back and forth, staying in constant motion. Her jaw is set and her blue eyes dangerous. She faces her opponent with no fear. Her fellow combatant is a skilled warrior and a member of a Shirai Ryu clan. He’s spent years mastering his own special style of martial arts. The woman observes him carefully. He’s muscular and, no doubt, fast. She cannot see most of his face, as a gold and black mask obscures it, but she can see his

  • School Shooters Direct Connection to Violent Video Games

    1762 Words  | 4 Pages

    Dylan Klebold, Eric Harris, Adam Lanza, Steven Phillip Kazmierczak, and Seung-Hui Cho all have a few things in common, they are all school shooters that have killed and injured a combined total of 149 human beings and are or were believed to be avid violent video game players, who also committed suicide immediately after carrying out their attacks. To the public, school shooters seem to share a direct connection to playing violent video games and that playing them leads to violent behavior. Violent

  • Violent Video Games and the Effects on Adolescents and Children

    1313 Words  | 3 Pages

    aggressive behavior because of the games he plays. These statistics are the same for adolescents as they are for children. Whether they realize it or not, everyone who plays a violent video game is effected in one way or another. Even though there is a rating system for games, that system is lacking in what they let younger children watch and do in these games. The question that must be asked is, “Why are these children being exposed to such violent content?” The attention that has been drawn to violent