Preview

Violent Video Games

Satisfactory Essays
Open Document
Open Document
265 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Violent Video Games
Out of all of the pros and cons of violent video games, some cons could actually be avoided by parents looking at game ratings that are provided by a system called ESRB. According to the Best Buy Geek Squad, ESRB is a non-profit, self-regulatory organization established in 1994 by the Entertainment Software Association (ESA). ESRB rates games so that they go to the person of a certain maturity as well as age. Sadly, some parents do not care of what games they buy for their children. On the first survey made by the best buy geek squad, 53% of the parents said that they never allow their children to play m-rated games. On a second survey made in a different place, 37% of parents said that they sometimes allow their children to play m-rated games, and in another place, 82% of all parents say they generally allow their children to play m-rated video games. This proves that many parents do not check the ESRB ratings and might be in danger of giving the wrong game to kids. This can be threatening to society. Even though this may sound like kids are the ones of the issue, only 31% of gamers are under the age of 18 and a full 25% are over age 50 (Entertainment Consumer’s Association). This either means that either ESRB should try to enforce their rating a little more or the parents should be more careful and look at the game ratings before they actually buy the game. This can make this world a better

You May Also Find These Documents Helpful

  • Good Essays

    The gaming industry has progressed the most in the past century, starting with silent ping-pong games and evolving into intense story plot and battle games liken to Final Fantasy. Games are becoming more and more realistic, characters can talk, blink, jump, wave and move individual body parts, mimicking human behavior. Parental advisory ratings are an incredibly large part of the industry. In this new age of video games, players can blow up enemies and viscerally rip them apart. They have become so realistic that it is surmised that some children have difficulties differentiating video from reality and act out mirroring the game characters behavior. It is obvious that the gaming world isn’t promoting youth violence; rather show the artistic view point of what the creator’s vision is. Also, online play allows you to have opponents who are not only not in the same room with you; they can be across the globe. It is essentially like a chat room where players can view other player’s stats and choose who to play, creating a more intense and challenging game.…

    • 991 Words
    • 4 Pages
    Good Essays
  • Satisfactory Essays

    Parental advisory is a big part of these games. In this new generation of video games, players can blow up enemies and rip them apart. Games are so realistic that some children think its reality and its okay to act outside. The gaming industry isn’t trying to make kids commit crimes but show the artistic view point of what the creator’s vision is.…

    • 864 Words
    • 4 Pages
    Satisfactory Essays
  • Better Essays

    While many parents scoff at letting their children watch violent movies, they often consent to buying violent video games for their teenagers without checking the industry ratings. Researchers contend that a link exists between violent video games and real-life violence in teenagers and young adults. Violent images don't necessarily create violent children, but gamers learn that violence is an accepted means to solve problems, and they perfect shooting skills as though they were handling real weapons. Even though games can teach children valuable coordination skills, parents and caregivers need to make sure that their children only view age-appropriate content and are made aware of the difference between on-screen actions and socially acceptable behavior in the real world.…

    • 1360 Words
    • 6 Pages
    Better Essays
  • Good Essays

    Examples Of A Scapegoat

    • 1046 Words
    • 5 Pages

    The Rating system has two formats the ESRB and the MPAA the ESRB is for video games the MPAA being for the movies. But when it comes to violence and you blame the video game they have a great rating system that parents should be paying attention to before they buy their kid the newest video game out there. Now about 87% of parents are aware of these rating systems but only 61% of parents check the rating on the game…

    • 1046 Words
    • 5 Pages
    Good Essays
  • Good Essays

    Video Games Cause Violence

    • 1009 Words
    • 5 Pages

    When the game Mortal Kombat was first released in 1992 and the sudden implement of major blood and violence was seen in the gaming industry many people began to complain because anyone could pick up this game without knowing what they were going to see. This led to the implement and creation of a rating system for video games just like the movies which categorized games with letters and was mandatory for all games to have a rating. The simple ratings are ‘E” for everyone, “T’ for teen and “M” for mature. When purchasing a game that is not suitable for the age a parent has to be present with the child in order for it to be purchased. Many parents still blame video games for exposing their children to violence when their the ones buying it for them and not even checking the game to see of it s safe for their children. The media has focused on these very few games that involve violence and has made them the face of video games without even taking notice of the countless innocent games that are still available.…

    • 1009 Words
    • 5 Pages
    Good Essays
  • Powerful Essays

    Paper

    • 1958 Words
    • 8 Pages

    All video games are given a set rating based on content by the ESRB. These games are rated from eC(Early Childhood) to Ao(Adults Only. Although the focus of studies on violent video games is normal focused on young gamers, 18 years of age and younger, they only make up a small portion of the gaming population. Only 32% of gamers are18 years old or younger. The 32% of the gamers that are focused on during these studies are not allowed to purchase games with M or Ao ratings without parental consent. The 89% of parents that are present during the purchasing of video games not only allow their children to buy, but play the same games that they find disturbing for the extreme amount of blood, violence, and death featured in these games.…

    • 1958 Words
    • 8 Pages
    Powerful Essays
  • Powerful Essays

    Video games are basically known as a staple among American teenagers. Many teenage boys and even some girls spend hours of their day staring at the TV screen and rapidly pushing buttons on a controller. Many of the top selling games in America strongly involve violence in their gameplay. These types of games raise many questions about how they affect the people playing the games. Are there negative consequences or are these claims just made up? There is research to back up both claims but the negative effects of violent video games seem to overpower the positives of recreational violent video game play. Manufacturers should enforce their own policy towards people who play their games in a more efficient way. Video games have multiple severe problems associated with the violence that is so heavily incorporated into them. Video games can give a false sense of reality and allow gamers to become so immersed into their game play that lines between real life situations and game play situations begin to blend together. Playing video games can also become an addictive distraction. Many avid gamers can spend hours at a time glued to their TVs playing on their Xboxes, PS3s, and other gaming consoles. This time spent playing games can take away from other activities. Important things like schoolwork and grades can be affected by spending all one’s time playing games instead of focusing on more important things. It can cause people that play the games to go to sleep super late in the night. The students then have to wake up early and go to school tired and will not be able to focus and stay awake to learn the material being taught. Video games also spur a sedimentary lifestyle. Obviously, not getting enough daily exercise leads to weight gain and other health issues. Violent video games also cause behavioral and social problems. These games desensitize people towards killing and steer them in the direction that killing is…

    • 1933 Words
    • 8 Pages
    Powerful Essays
  • Good Essays

    My hypothesis on this matter is that in fact playing violent video games do increase aggressive behavior in children and adults alike. My reasoning for this is unlike violent movies, violent video games require input from the player. By aggressive behavior, I am specifically talking about verbal and emotional behavior, not physical behavior because juvenile crime has decreased in the last decade since games were introduced. My theory on this is that the violent video games give the player to get physical aggression out in the game versus on someone in real life. In this study, the independent variable is the violent video games and the dependent variable is the aggressive behavior as a result of playing the violent video games. If I was conducting…

    • 855 Words
    • 4 Pages
    Good Essays
  • Best Essays

    Violence In Video Games

    • 2444 Words
    • 10 Pages

    Tamborini, R. (2004). Violent virtual video games and hostile thoughts. Journal of broadcasting & electronic media, 48(3), 335.…

    • 2444 Words
    • 10 Pages
    Best Essays
  • Powerful Essays

    Video Game Violence

    • 1521 Words
    • 7 Pages

    There have been many arguments that have been brought up arguing that violent video games are making kids more violent. Some arguments go as far as saying all video games are making kids more violent. However, the argument can go both ways. People have brought up that video games help kids with hand eye coordination and allow them to vent their frustrations. The earliest videogame has been around since 1958, and this game was a simple game that had no human and no violence in it. As technology became more advanced the videogames became more violent. Starting with a ball bouncing right and left in a videogame called Tennis for Two and ending with an incredibly violent video game that encourages killing other humans in Manhunt 2. There has been much research done on violent video games and their effects on kids, but no outcome has been decided yet.…

    • 1521 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Have you ever wondered what causes people to snap the way they do, is it a bad childhood? An abusive childhood? Ostracism or is there a connection of violent video games and they crimes? Every time that a major criminal act occurs, like a maniac going on a killing spree, the government and society aims straight towards violent video games. People question, “Is there a link between atrocious acts of violence and video games?” I believe that there is. I agree that there’s a connection because statistics support that violent video games can sometimes, most of the time, corrupt ones mind. Also, these violent games cause people, especially young people to make bad and wrong decisions. Lastly, it puts more into a sick persons mind and causes them to snap. Many articles are around to support this, however, many are also around to oppose it.…

    • 1209 Words
    • 5 Pages
    Good Essays
  • Satisfactory Essays

    Violent Video Games

    • 599 Words
    • 3 Pages

    4. The problem there in hand doesn’t lie within the parameters of violent video games, it lies with parenting and other unforeseen issues.…

    • 599 Words
    • 3 Pages
    Satisfactory Essays
  • Good Essays

    In today’s ultra-violent media world, approximately 68% of Americans play video games. With one of the most popular video games of 2012 being Call of Duty, it can be argued that it is more than a coincidence that the level of violence in society today has risen at a similar rate to the popularity of these types of video games. Statistics like this may not be proven but cannot be ignored in any studies conducted in behaviour traits, however, the connection between aggression in modern society and the increasing popularity of video games must be deemed more than a coincidence.…

    • 751 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Violent Video Games

    • 1014 Words
    • 5 Pages

    Video games with violent themes are a very large part of the American culture. Children and young adults spend an enormous amount of time playing video games in today’s world. It is a popular belief that video games cause violent behavior in children and young adults. There have been hundreds of studies to either prove or disprove the idea that violent video games cause violent action in real life. In my opinion, the link between violent games and the behavior problems seen in some of today’s youth is just not there. Many of the studies are inconclusive. The studies I have found that are not inconclusive, I find to have unanswered questions and missing variables.…

    • 1014 Words
    • 5 Pages
    Good Essays
  • Better Essays

    According to the article “Shooting in the Dark” author, Benedict Carey, states that studies today on violent video games show no concrete evidence on actually long term negative effects on gamers. Mr. Carey is not a researcher or scientist but is a veteran writer of neuroscience, neurology, and psychology. Throughout this article he gives factual evidence and quotes from scholarly sources such as doctors and researchers in the fields of behavior and psychology. The author gives ample explanation on evidence used from his sources to give the optimal understanding to the reader of the results and/or findings given by the sources. The article connects to the modern age of gamers with examples from big name video games popular with today’s video gamers. Although Mr. Carey does give evidence that violent video games have been found to give short term negative effects he does reassure the reader through quotes and statements from his sources that no studies show consistent long term effects. The claim of the author about the research on the effects of violent video games is strongly supported and backed through his use of rhetorical appeals and scholarly evidence.…

    • 1402 Words
    • 6 Pages
    Better Essays

Related Topics