Whenever there is a mass shooting, it does not take long before videogames are to blame. Some politicians and family value groups have said, "Censorship is the bastard child of technology." What is to blame for such a quote? The answer is: the realism of gaming software. Gaming software realism has grown tremendously from being pixelized. While this is amazing to some, others have major complaints about the effects of the games on their children and other people around them. One half of the peoples complaints are that the video games need more censors which will limit things that are able to happen in the game, better known as video game censorship. The other half of complaints believe that the increase of sex and violence in video games is …show more content…
Harold Koplewicz, child psychiatrist, and President of the Child Mind Institute was interviewed and he said that he thinks that children with psychiatric disorders are more at risk for the negative effects of video games. "If you are more impulsive, if you are more anxious, if you tend to be more depressed, or if you intend to be more detached and distant with social limitation, media is bad but video games are especially bad for your mental health." Dr. Koplewicz says that parents are the only key to put an end to all of the things he previously mentioned. In 2005, the American Psychological Association issued a resolution declaring that they advocated for violence reduction in all video games. The reasoning behind the APAs choice was that they linked the violent media and realism of gaming software to hostility, aggressive thoughts and irritable tendencies. However, the policy was immensely criticized so the APA formed a task force to fight against violent media in 2013 to answer the reoccurring question, "Is playing violent video games linked with real world acts of violence?" The task force also found that the video games alone can't explain adolescent aggression. Rather, it concluded that the "accumulation of risk factors," such as antisocial behavior, depression, trouble at home, delinquency or academic problems, also played a role. Parents can throw the blame for all bad in the world towards video games all they want, but the makers know that they have their …show more content…
Ratings on video games are supposed to be the yes or no on purchase, besides the consent of the parent of course. ESRA has been trying crucially to do their part in making the age-to-play ratio on games easy to see. It seems as if their method has not been seen fit to most though. However, ESRA can only influence people to buy the game suitable for their age, they can't force them.
In conclusion, video games have not been proven to be the cause of harms in society. Parents have the ultimate choice to what kids get. The purchasing stage winds down to consent from the parent. Censored games are fine to a certain extent, but games have to be made to be enjoyable around all ages. If it is M for mature then a minor should not be able to get it, but if it is E for everyone then everyone can have fun. As far as the other ratings betwixt those two, video game purchases are all based off of
Alan Page took advantage of the scholarship that the University of Minnesota gave him and because of that opportunity he is now a Minnesota Supreme Court Justice. These college players need to take more of an interest in getting an education rather than falling back on their sports career. Because college athletes are given a full-ride scholarships they should not be paid. Colleges don’t have enough money to pay all athletes. To pay every athlete you would have to pay all of the players and to pay all of the players you would have to pay all of the different levels such as: NCAA Division 1, Division 2 and NAIA.
This was concluded by a study done by the Pew Internet & American Life Project. They tested over a thousand surveyors, with racially, ethnically, and economically diverse groups. The survey also found that a high majority of parents say they check for the ESRB ratings, yet over half of the boys tested played games that were rated M, or Mature for ages 17 and over. And of the total number kids that were surveyed, most said they play video games every day. One unexpected outcome from the survey says that some good may come from video games.
Video game violence has been a wildly debated topic since the beginnings of the industry. The topic evolved from the debate on media violence or violence in print media. However, the video game debate brings a new angle. Video games, because of their immersive nature, are said to have more impact on children. The proponents and opponents of video game censorship do not really fall into traditional political boundaries. The proponents of censorship tend to be some parents and doctors. Those opposed to censorship tend to be those who play the video games themselves. There is a center faction, however. The center faction consists of those doctors and psychologists who evaluate media violence on a
Game makers have ratings on the games to warn players (or parents buying the game) what exactly they’re getting into. It’s up to parents - and parent’s alone - to decide what is or isn’t too violent.
People have always been looking for a reason why horrible things happen. The media is quick to blame video games as the target and cause of many shootings that have occurred, ever since Columbine and Quake. People have been blaming video games for violence for years now, ever since violent video games have been made. News reports blame video games more and more for each shooting, telling the public how this person played video games for x amount of hours a day, and that video games caused him or her to shoot people, and how video games encourage and reward violence. Anti-video game lobbyists have been campaigning to have violence removed from video games, citing resources that they themselves have created as reasons for
“According to data recently released by The NPD Group, in 2012, U.S. video game software sales reached $6.7 billion (174.8 million units) and computer game sales were $380 million (13.2 million units)” (Improving Economy). To many, the violent video game industry has turned all adolescents into mass murderers. However, they’re absolutely wrong. Very seldom do adolescents who play violent video games commit acts of violence, and the ones who do usually have a mental disorder. Instead of blaming the tragedies that occur on violent video games, the news media should explain to people that a large percentage of young males play violent video games, indicating that the two are uncorrelated. They should alternatively research other possible solutions to the crisis. In lieu of negatively affecting people’s lives, video games could potentially improve their lives!
Growing up in Houston, Texas I found getting around town with good transportation was important. In 1981 I remember my grandpa saying “If the traffic is a fuss, Get on the bus” and I wasn’t about to ride my bike or get on another Metro bus again. I had my first vehicle in 1981 and my days of seeing the world and traveling the highways had begun; little did I know I would use every means of travel to see the world. Traveling was in my blood, by land, air, or sea; I had to do it all.
Kids under the age of 16 should not be allowed to play video games Rated M. They could do the bad things the people on the video games do like drugs or other things that could ruin their lives. They could also lose respect like people older than them. Kids mostly get these things from the video games and sometimes they don't but most of the stuff they learn this from is from bad parenting and then the parents blame the video games they buy for them that shouldn't be bought for them. The kids may not learn these bad things and still be the good kids they are and they may never do drugs or disrespect anyone at
In this study, people meticulously studied other articles based on criteria they created for the research question, and conducted a trial themselves to come to a conclusion. “The research demonstrates a consistent relation between violent video game use and increases in aggressive behavior, aggressive cognitions, and aggressive affect and decreases in prosocial behavior, empathy, and sensitivity to aggression.” They deemed that violent video game usage has a direct and constant relationship with all behavioral activities related to
Video games are another source for children see violence and sexual content. While there are ratings on the video games, they are still fairly easy to obtain as long as someone over the age limit can obtain it for the children. Once it is in the children’s hands, they are objected to many different types of unsuitable content. At that point in censorship, parents need to watch their children being sure that they aren’t subjected to something that they aren’t mentally ready for (“Video Games…”)
It's ridiculous to punish a game rating company for the lack of attention being paid by the customer. It's clear that ESRB is doing their job when employees at gaming stores are stopping customers from buying games when asking how old they are. Parents want a different company to rate games, but not only will they not be as effective as ESRB, but one can almost guarantee that the new company would run into the same problems ESRB does. Providing quick glances at rating symbols and giving detailed lists, ESRB has given customers every opportunity to know what game they're
My experience on being coach may differ from most but the concept is the same as other. It just done in different ways. In the military the term mentoring is in line with the term coach. Confusion in use of the terms mentoring and coaching often arises due to the fact that “one of the functions of a mentor is to coach the protégé or mentee. From the first time I raised my hand and took the oath to serve and defend I was being coached. My experience deal with how to lead in combat, medical training and the belief in one other as a band of brothers. For example when being trained on how to handle a tackle road march we are given scenarios like a land mine goes off how do you react? How do you treat a causality with a chest wound? If the person
“ You don't get another chance, life is no nintendo game.” Marshall Mathers ( Eminem ). This kind of thing is hurting the reputation of big game sellers. By people take and say that videogames cause violence is unacceptable. And this seems to happen every time there's a school shooting. But these kinds of things happen all across America. This theory that videogames cause violence is because people have nothing else to blame this on. And thats because theres not alot of research on the topic. These “theories” need to stop for people everywhere who are now being labeled because of a few mental kids.
Video games have a rating system and so do other types of media. what parents allow their kid to watch or play is ultimately up to them and should not require censorship. The Entertainment Software Rating Board (ESRB) is the non-profit, self-regulatory body that assigns ratings for video games and apps so parents can make informed choices (ESRB). It shows that videogames have a rating system and there is no reason for banning violent video games. What parent let their kids play is ultimately up to them and with this rating system in place shows that consumers have all the info they need to make a decision on what they buy. The ESRB rating system encompasses guidance about age-appropriateness, content, and interactive elements (ESRB). To empower consumers, especially parents, with guidance that allows them to make informed decisions about the age-appropriateness and suitability of video games and apps while holding the video game industry accountable for responsible marketing practices (ESRB). The rating system is based on age and help parents decide if their child should be allowed to play that game. California overturned the ban on violent video games as they were defended by the first amendment (Vedantam). The ESRB rating system was devised after consulting a wide range of child development and academic experts, analyzing other rating systems and, most importantly, listening to parents (ESRB). There was no reason for the ban as there is a rating system.
I chose this population because most of the boys I know start playing video games around the age of 6 and at 13 years old boys are going through puberty, where a lot their important perceptions and opinions are being formed and solidified. The rating for mature games is for people ages 17 and older, but I have seen first hand that parents will buy their children mature rated games, no matter what age they are because their kids tell them “it’s only rated mature because of violence.” Those games are rated M for a reason, and it’s not just because of violence. According to the Entertainment Software Rating Board, the definition of an M rated game is a game in which “content is generally suitable for ages 17 and up. May contain intense violence, blood and gore, sexual content and/or strong language” ("ESRB Ratings Guide," n.d.) I think most people would agree that 6-13 year-old boys should not be exposed to sexual content, as they are young and impressionable. Another reason I chose my population is because according to statistics from Pew Research Center, who are known for informing the public on current issues by conducting polls on public opinion and conducting content analysis along with demographic research, “Boys are significantly more likely to play games daily than girls, with 39% of boys reporting daily game play and 22% of girls reporting the same. Boys are also more likely than girls to play games on any