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Video Game Violence Controversy

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According to Patrick Masell, recently the media has bombarded Americans with images and stories concerning a popular and morally corrupt video game called "Grand Theft Auto." GTA 3 and its sequel GTA: Vice City has sparked record sales as well as protests and news reports across the globe. Most of these reports and protests question the game's graphic content and the effects it may have on its audience, especially teenagers.



However, GTA was not the first series of video games to create such a stir in this country. "Mortal Kombat" a fighting game known for its amount of blood and gore deaths, hit arcades in 1992 and home consoles the next year. The question of how graphic violence in video games influences this nation's youth have been debated for over a decade. Violent video games have few, if any, adverse effects on the vast majority of its audience and those who are negatively influenced often are unstable to begin with.

Two features of video games fuel renewed interest by researchers, public policy makers, and the general public. First, the active role required by video games is a double-edged sword. It helps educational video games be excellent teaching tools for motivational and learning process reasons. But, it also may make violent video games even more hazardous than violent television or cinema. Second, the arrival of a new generation of ultraviolent video games beginning in the early 1990s and continuing unabated to the present resulted in large numbers of children and youths actively participating in entertainment violence that went way beyond anything available to them on television or in movies. Recent video games reward players for killing innocent bystanders, police, and prostitutes, using a wide range of weapons including guns, knives, flame throwers, swords, baseball bats, cars, hands, and feet. Some include cut scenes (i.e., brief movie clips supposedly designed to move the story forward) of strippers. In some, the player assumes the role of hero, whereas in others the player is a criminal.

All of these actually will help to promote violence behaviour among the children but censoring or banning video games will not solve or even help a problem that is much more deeply rooted. Parents should play a major role in coping with this matter. Parental neglect is possibly the largest factor in juvenile delinquency. Ironically, the same parents who favor censorship of video games probably don't even realize the games their children are playing are meant for adults to begin with. There is something labeled on every game box called an ESRB rating. Acting like a rating system for movies, it determines the age group that a particular game is appropriate for. The GTA series is M or mature, suitable for people seventeen or over.

Yet that doesn't stop parents from buying it for their underage kids. In fact, there are many instances where a teenager will be refused from buying a certain game. Their parents are brought in to confront the store manager and the manger explains the rating system, but the parent buys the game nonetheless. So basically both parents and game creator should be blame as they did not think twice before doing something.
Video Game Violence Controversy
I missed the boat on the old black and white Ping systems, but caught pace quickly after the introduction of the Atari 2600. So I've been gaming on and off for the past 20+ years.

Do I think there is any measure of truth to the suggestion that violence in video games is bad for little kids?

The short answer: Of course!

It doesn't take a Harvard graduate to know that 8 year olds should not be spending their days carrying out acts of extreme digital violence. And anyone with a brain that checks in for duty would think twice about letting their kids play a game that depicts extremely vivid scenes of mayhem and killing, right?

As obvious as this would seem, some people clearly don't get it.

But let's stop right here so I can tell you what this article is NOT about. It's absolutely, positively, without a doubt not about censoring video games or imposing laws that require game producers to make all of their content 'family friendly'.

I'm an adult. I made that clear in the first line of this article.

If I want to turn on my game console and immerse myself in a three hour digital shoot-out that involves axe-wielding zombies, armored assault bots, and all manner of destruction and gore, that's my right.

I ate my vegetables, went to bed on time, and watched my language for nearly 18 years. My days of behaving in a way that suits the moral agenda of others are over.

Having said all that let me get back to my original train of thought. Extremely violent video games are not suitable for young children.

And that's why the video game industry has adopted the ESRB (Entertainment Software Ratings Board) ratings system. This system functions in much the same way as the ratings system used by the film industry.

A rightfully concerned parent need only flip a game case over to check the rating and determine whether or not it is appropriate for their child.

The ESRB rating system consists of two user-friendly parts. These are the actual rating, and a brief description of the content.

Standard ratings used by the ESRB are:

EC: Early Childhood

E: Everyone

T: Teen

M: Mature 17+

AO: Adults Only 18+

Many retailers have guidelines in place that require employees to check the ID of individuals purchasing games with higher ratings.

The content descriptions set forth by the ESRB serve to explain the ratings. Examples of content descriptions are Blood and Gore, Language, Nudity, Mature Humor, etc.

So there is frankly little excuse for the children of America getting their hands on inappropriate video game content, as long as their parents are at least somewhat interested in the types of games they are playing. It's clear enough that young people are best left unexposed to certain types of content, so instead of pointing a finger at the game producers and trying to shrug off the responsibility of being parents/caregivers, I'd like to see more people use the ratings system correctly and eliminate potential problems before they start.
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About Author
Both Robert D. Thomson & Tim Whiston are contributors for EditorialToday. The above articles have been edited for relevancy and timeliness. All write-ups, reviews, tips and guides published by EditorialToday.com and its partners or affiliates are for informational purposes only. They should not be used for any legal or any other type of advice. We do not endorse any author, contributor, writer or article posted by our team.

Robert D. Thomson has sinced written about articles on various topics from Dog Care, Real Estate and Dental Practice. Alan Biron is the owner and founder of some many popular free online gaming sites, one of them being , you can also checkout some more of his grea. Robert D. Thomson's top article generates over 2240000 views. to your Favourites.

Tim Whiston has sinced written about articles on various topics from Computers and The Internet, Marketing and Web Development. Tim Whiston is a full-time entrepreneur who loves video games. He maintains an active blog that focuses on , news, and discussion.. Tim Whiston's top article generates over 74000 views. to your Favourites.
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