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Video Games & Violence

Uploaded by Moni_D on Oct 03, 2005

In today’s society someone is always to blame but oneself. Violent and/or sexual based games have been blamed for misbehavior of today’s youth. A person’s behavior is rooted in his or her personality, which is mentioned in chapter 7. I agree with the author in saying that it is up to the parents to decide what video games the child plays.

Video games have been around for many years now. It really is somewhat of a sub culture. Game genres are action, adventure, fighting, role playing, racing, sports, puzzle, and simulation. These various types can be played on home systems, computers, or hand held devices. Either way it goes, video games are here to stay in pop culture. Game designers, publishers and manufactures will continue to produce games, but some oppose to the content of current titles.

Recently the National Institute on Media and the Family did a study “showing that 87 percent of youths in grades 4 through 12 play video games, and only about 50 percent of parents understand the rating system that reflects the content of the games,” says Lisa Porteus. Parents are so quick to blame movies and videogames for the unacceptable behavior in their children. They believe that too much violence is a negative influence and their child might act these games out.

About eleven years ago the ESRB or Entertainment Software Rating Board was established. According to the official site, “ratings are designed to provide information about video and computer game content, so you can make informed purchase decisions. ESRB ratings have two parts: rating symbols suggest age appropriateness for the game, and content descriptors indicate elements in a game that may have triggered a particular rating and/or may be of interest or concern.” These rating include Early Childhood, Everyone, Everyone 10+, Teen, Mature, Adults Only, and Rating Pending. There are also content deciphers which include Alcohol, Animated Blood, Blood, Blood and Gore, Cartoon Violence, Comic Mischief, Crude Humor, Drug Reference, Edutainment, Fantasy Violence, Informational, Intense Violence, Language, Lyrics, Mature Humor, Mild Violence, Nudity, Partial Nudity, Real Gambling, Sexual Themes, Sexual Violence, Simulated Gambling, Some Adult Assistance May Be Needed, Strong Language, Strong Lyrics, Strong Sexual Content, Suggestive Themes, Tobacco Reference, Use of Drugs, Use of Alcohol, Use of Tobacco, Violence, and finally “Game Experience May Change During Online Play”. All of these rating and extensive deciphers have explanations for consumers and parents alike. All videogames are...

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Uploaded by:   Moni_D

Date:   10/03/2005

Category:   Social Issues

Length:   6 pages (1,307 words)

Views:   1588

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