Subject: 02 December 2012 Banning the Sale of Violent Video Games to Minors Right from the early stages of introduction in crude form by Thomas T Goldsmith and Estle Ray Mann in 1948, video games have remained a great source of amusement…
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Besides, Sony’s Sixais and DualShock, which are motion controlled, have further revolutionized the gaming experience. Video Games often contain violence or sex or a combination of both, which may be inappropriate to children. With so much of entertainment, violence and carnage have found their place in new generation gaming. This paradigm has resulted in encouraging aggressive behavior in children apart from decreasing their involvement in social and other creative activities. Media blames modern day video games as the causative element in triggering violence in children, which is a major concern for today’s youth (Cumberpatch, 2000). An analysis of over 130 studies, selected from 130000 subjects, reveals that violent video gaming leaves lasting impression of aggression in the players (Ferguson& Kilburn, 2010). California State law department has filed a case in the US Supreme Court for banning violent video games in the state. Justice Antinin Scalia along with majority of jury, however, has rejected the request on the premise that it amounts to restricting young people rights. Thus, the responsibility of protection has shifted over to guardians, who may need to screen the content of video games being played by their children. The case, finally received a ruling in favor of video game programmers, thus leaving the onus on parents. More interestingly, the applicant for imposing sensor ship on violent video game has been Governor Arnold Schwarzenegger, who once portrayed a violent character in the movie trilogy, Terminator. However, the Americans cannot simple ignore the episodes of violence occurring in the country such as the Long Island incident, where six teenagers were apprehended for violet attack, car looting and breaking into private property. During the interrogation, they have admitted that they were attempting to imitate Niko Belic, a character in Grand Theft Auto IV, a popular video game. There is no need to emphasize the negative consequences this event can have on the future of these teenagers at a very tender and crucial stage of their lives. Even violent movies can leave indelible marks on the psych of teenagers, who may be lacking in the faculty of rational thinking and informed decision making. Therefore, violent video gaming, which facilitates interaction and control over the outcomes, is more likely to instigate violent behavior in children and cause them more harm. Another major impact of video game on teenagers becomes evident from the fact that it may cause them to remain idle, playing games without engaging in other activities and thus result in unhealthy physique. Most of the games involve more mental activity and less physical exertion and, therefore, it can promote obesity in children. In the present scenario, where lifestyle has become rather sedentary and comfortable, with parents allowing children to eat junk food, the lack of physical activities can be all the more damaging if teenagers continue playing video games by ignoring games that require physical exertion. Oliver (2000) contends that 30 years of studies in this regard confirms the linkage between violence in media and problems in children (Olivier, 2000). The American Psychology Association and the American Academy of Pediatrics have categorized children into five groups according to their age. These are: toddlers, preschool children, school-aged children, and preteens and teenagers. They also describe the
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Since the introduction of video games in crude form by Thomas T Goldsmith and Estle Ray Mann in 1948, they have proved to be the great source of amusement. From Goldsmith's cathode ray tube amusement device, the video games have traversed a mammoth distance to transform into seventh generation video gaming.
According to the discussion one of the claims of supporters of the violent video games-violence argument is that playing violent video games lead to violent crimes, but they ignore the reality that the relationship between playing violent games and acting violently against others through crimes is weak.
Why Video Games are Violent. Video games being violent is not a new concept in modern day society, as the two seem to share an intimate relationship forcing them to be interdependent. Debate on the consequence of playing violent video games has raged for a long time, but this time the question is on why video games are violent.
Research has shown that, many young people especially adolescent spend most of their time playing video games. Recent research shows that, girls spend approximately 5 hours playing video games while young men spend approximately 13 hours in a day playing violent video games. Video gaming is a multibillion dollar company.
There is an increasing focus of the young generation in video games which coincidentally is violent. The effect of this in their social life is of significant impact in the overall society. The perpetuity of the community is dependent on sound development of the young generation in their moral life.
Whether it is the television, video games, radio or marketing efforts made by companies, children usually do become the recipients, whether it is intentional or unintentional. The thesis statement here is to research on social and ethical implications of children and teens playing violent video games.
Pros and cons come and go. Economic, political, and scientific issues abound. In spite of all the shortcomings and all the nuances arising from the conflicts of interests, scientific research is going through the right direction. Little by little research is validating the common sense understanding that violent video-computer games produce negative effects on children and teenagers.
It would mean, according to Dill, "one game for every teenager on earth, or one game for every person in North America, Europe, and Japan, or enough games that, if laid end to end, would reach around the equator two and a half times." More and more people are really spending their money, time and energy on the video game business either as consumers or capitalists.
Some people believe in government regulation of video games while others oppose the motive to do so. Those in support of government regulation of violent video games argue that they are harmful and restrictions should be imposed to
6 Pages(1500 words)Research Paper
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