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Banning the Sale of Violent Video Games to Minors - Essay Example

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"Banning the Sale of Violent Video Games to Minors" paper contains an evaluation of the advantages and disadvantages of video games available today and argues that parents have a primary responsibility to monitor the gaming activities of their children. …
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Banning the Sale of Violent Video Games to Minors
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02 December 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. From Goldsmith’s cathode ray tube amusement device, the video games have evolved a great deal to become the seventh generation video gaming that one sees today. Nintendo, a portable seventh generation video gaming that includes a series of play stations, mainly Xbox 360 and PlayStation 3 is the most sought after version today. 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 behavioral change of children in following manner: Escalating aggressiveness and anti social conduct. Growing dread of becoming victims. Curb in initiative. Conditioning minds as less reactive to violence and the sufferer of violence Rising vigor for more violent form of entertainment. Thus, it can be understood that children, in the process of growing up into teenage, have various levels of vulnerability and when they are exposed to violence they may be influenced by such material. Thus, parents need to closely monitor the media content that children indulge with and limit their exposure to violence related video games while not limiting their initiatives and innovativeness in creative areas (Olivier, 2000). The Entertainment Software Association, the principal atrium of video game industry, state that 17 years and below makes 20% of video game users (mostly boys), Over 50 years of age makes 26% including both genders, and that the average player is 37. Focusing on 20 %, the users of violent gaming are aged between10 to 17. The said age cushion is prime age when children absorb societal ethics and norms. In an evaluation of 1102 children between ages 12 to 17, 97% is found to play games regularly and half of them agreed to have played the previous night and a quarter of them were playing when the survey was in progress. Mostly, the teenagers of developed countries are more exposed to this media violence as compared to developing states. The statistics prove that a large number of children can have the potential for exposure to violent video games. In third world countries, however, due to less exposure of technology in teenagers the influence of the phenomenon is negligible. Above 40 % sole players of video games are girls and the remaining 60 % boys, as of 2011 (The Entertainment Software Association – retrieved on 28 Nov. 2012). Enhanced energy and muscle buildup in boys make them more prone to violence than girls. As far as maturity is concerned, girls attain reasonable maturity at the age of 15, whereas boys need longer time to reach the same level. A comprehensive study conducted at the University of Central Florida in 1998 after analyzing 33 top selling video games reveal following: In 41% games female characters are not present. Woman as a tool of sex represented in 28% games. Aggressiveness towards woman depicted by 21% games In 30 % female representation missing in totality. More so, females are presented in a banal and orthodox way, as all encompassing tool of sexuality. For example large tops and bottoms. An analysis of the video games for the last two decades will reveal a paradigm shift towards violence and sexuality. Hence, video game programmers are exploiting the dormant basic instincts of humans in order to make their business flourish. Offensive and brutal contents are the main features of many video games, which can negatively impact vulnerable children. An ex psychologist of US military alma matter West Point, Lieutenant Colonel David Grossman, has coined the term “murder simulator” while referring to the present day militant video games (Grossman, 1999). The video games that depict weapons and lethal tools of carnage, with the capability of killing hundreds of humans in a second and destroying billions of dollars of property, are in fact stimuli for instigating criminal tendencies in children. Video games that eschew the need for instilling values and ethics in the new generation are polluting the fragile minds of children. For Example, among top 10 violent video games, the No.1 is Manhunt, the theme of which involves the task to kill men in the cruelest way. The player who kills in the most horrific manner can score more points (commonsensemedia.org). Plying such games can make children to think and seek out ways in which to inflict most harm in others. The other games of such genre is Resident Evil, in which gushing red human blood is used to arouse killing instinct with the aid of weapons of many types. Another game, known as Dead Rising, depicts shot guns blasts, chainsaws and close quarter battle coupled along with rated nudity. Another major problem with video games is the sexual content many of them portray, which can be inappropriate to children. Video games like Mafia II, Red Dead Redemption and Saints Row uses nudity and sex to capture the market, and these games are equally popular with both genders. Teenage is a tender period when humans can easily be manipulated with sex and it has found a domineering presence in leading video games like Play boy. However, societal and some political organizations do act like watch dogs to implement censorship to the some extent. Video games, having themes based on pure sex need to be covered by censorship regulation, as such content may cause teenage adultery. Unattended teenagers of busy parents are more vulnerable to this menace (Brathwaite, 2007). The most contentious video game in category of sex is the Replay powered by Illusion software. Shockingly, the theme is based on most violent characteristic of society that is the rape. Furthermore, the story begins with a male character raping his mother and two daughters. What else can be more disturbing for guardians or parents if their 14 years old boy is playing with 3D Replay game? Human brain is designed to adopt sex more abruptly than any other human activity; the tendency is more pronounced in teenage and video game vendors cash in on the opportunity to market it to the innocent and unsuspecting customers (Burek, 2008). Evidence suggests that there is a strong relationship between aggressive behavior and violent content in the media, including video games. Scientists believe that violent games give rise to aggressive and arrogant behavior. Though biological traits of individuals drive their minds, violence one witnesses can also instigate such behavior. Dr. Sean P Neubert an ex official of Rochester Institute of Technology, finds that a human who is biologically inclined towards aggression will be more prone to brutal scenes, resulting more chances that he involve himself in illegal violent activities. For instance, mentally disturb individual or home sick or problem child playing shooting game regularly will be more likely to become a criminal than one who does not play (personalityresearch.org). Human brain goes under immense hormonal changes when eyes witness violent activities and like a computer scanner, the images are stored in the memory. Thus, violent memories tend to encourage destructive actions. A child who remains actively involved in video gaming becomes withdrawn and focuses wholly on the game. Empty minds of teenagers, if not utilized appropriately, always fall prey to unhealthily activities like violent video games or sex. The vendors of video games spent a huge capital on programming games having increased attractive qualities. Meaning by setting objective: if a teenager plays a game should play again in lust of scoring more hence making him addicted. Worse result of addiction is on studies. Surprisingly, video game addicted child isolates himself from his family and narrow the circle of friends. Isolation leads to psychotic behavior and breeds criminal tendencies. Worth mentioning here is the arcade game Space Invader designed by Tomohiro Nishikado, Japan in 1978. The game used to be charged with Japanese coins; in early 80s Japan has witnessed a shortage of 100 yen coins (Vorderer, 2006). Thus, this game has affected negatively the educational activities of Japan at that era. Watching video games can also encourage variant sexual behavior in children. Lesbian, gay, bisexual, and transgender referred as LGBT are latest trends in video game themes. From Nintendo and Sony powered game to Android and Java based application in I pads/phone, the LGBT traits have amicably found their apt places. Though nothing can be wrong in LGBT sex, children with heterosexual orientation will also be encouraged to try other forms of sex, if they continually watch such content in the games. With the technology in hands, a major challenge exists for guardians in protecting their off children from the immoral contents in video gaming (Game Master, Web). The gravity of the situation can be evaluated if one takes a look at some of the reported incidents of violence in children. Anthony Maldonado, just aging 9 in 2010, was attacked by her relative, Alejandro Morales, after a normal dispute of video game soft copy (Tony Hawk Ride). The same year, Gary Alcock, after cuffing punched his friend’s 15-month-old daughter, on the issue of playing Xbox. The infant died instantaneously and Alcock was sentenced for life. Again in May 2010, a gamer Julien Barreaux from France bashed a neighbor player who had punched Barreaux during a game named Counter-Strike. The honorable judge at court used the words "a menace to society" to refer to the video game (Telegraph.co.uk). When a mother in South Philadelphia took Play Station from her son named Kendall Anderson, she was attacked by her son while asleep, resulting in her tragic death (abclocal.go.com). The video game, Call of Duty: Modern Warfare has had a deep rooted impression on the soft mind of Alphen Aan Den Rijn in Netherlands. During 2011, he took an automatic rifle killed 6 people and wounded 17 than committed suicide (ad.nl). Emerging evidence also suggests that the negative impacts of video games can manifest even in the form of global terrorism. Games like Metal Gear Solid 3: Snake Eater and Vietcong 2, give fair degree of training of weapons including M 16 and AK 47. Terrorist outfits can easily train their recruits in simulated environment, using such games. Hence these video game types provide terrorist organization cost effective training environments. Many other games having huge capital and brains invested, can give good practice to the young terrorists. Even armies of contemporary world use 3D simulators to train young soldiers. Same goes for aviation games, where one can attain a fair degree of expertise in flying commercial planes. Thus, hijackers from terrorist organizations can use these games to derive ideas. Considering the present scenario, there is an urgent need for the government to evolve suitable regulations to control the media content in video games. Across the globe, huge amounts of brain are being invested to develop patent laws to harness the menace of video games. The establishment of Entertainment Software Rating Board (ESRB) rating system is a prime example in vogue in US and Canada. The Pan European Game Information, as its counterpart in Europe continent, is guiding parents on the issue. Some responsible video game vendors are also looking towards addressing the problem. The rating of ESRB are letter M for mature player and letters AO for Adults Only (18 years and above) exclusively in US and Canada. The rating is stamped or printed on video game packages to avoid sale to users not entitled to watch such contents. But still in US and Canada there is no patent law supporting ESRB rating. As per practice in UK the British Board of Film Classification (BBFC) is duly supported by laws and they mark the age limits on every game package, which prohibits the sale to under age or minors. While developed nations have some form of censoring, no such endeavor has been made in third world countries Pakistan, Bangladesh, Nepal, etc, where literacy rate is low. There is an urgent need to regulate the video gaming internationally beyond political boundaries by United Nations. Third world countries where copy right act is also not much honored, minors’ can easily access DVDs of video game at costs less than a dollar. Despite the negative aspects associated with video games, one cannot ignore that such materials have several advantages, if the content is appropriate to children. The motor sports gaming help children to sharpen their reflexes as professional drivers. Furthermore, video games increase coordination of body part specially hands and eyes. Thanks to Play Station Move, Kinect and Wii, involving movement and putting whole body to exercise, the regime of old sluggish long sitting video gaming is becoming obsolete to a certain extent. Games involving whole body movement can burn extra calories of children. In similar way video games can prove to be fruitful in classrooms when teaching minors to develop their interest in certain activities. They can also promote second language as well as vocabulary acquisition besides encouraging innovativeness and creativity in children, if the content is appropriate. Video game themes based on puzzles tend to rejuvenate the minds of youngsters. Worth mentioning is Microsoft Encarta Jigsaw puzzle, that will increase knowledge of geography with the help of this puzzle. Video games with challenging contents can also stimulate the intelligence and practical skills of children. Such games include: Solution of puzzles. Pattern identification. Hypothesis testing. Estimating skills. Inductive skills. Resources management. Logistics diagram. Remembrance. Speedy thinking aptitude. Rational judgments. (Sheff, 1994). An evaluation of the advantages and disadvantages of video games available today, it can be deciphered that video games as such are not the problem. But the content and who accesses such material. While video games with appropriate content can stimulate many positive behavior in children, those with inappropriate content will encourage them to indulge in aggression or violence. Therefore, if regulated by patent laws, video game can help in shaping the glorious future of children. Laws should harness misuse of freedom by the vendors and prevent them from incorporating violence and sex in video games. However, in the present situation, parents have a primary responsibility to monitor the gaming activities of their children and ensure that they are not exposed to inappropriate content. Works Cited Anderson, CA, and BJ Bushman. "Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Pro-social Behavior: a Meta-Analytic Review of the Scientific Literature." Psychological Science. 12.5 (2001): 353-9. Print. "Beleggers kiezen eieren voor hun geld - AD.nl." AD.nl, Het laatste nieuws, sport en showbizz, 24uur per dag meer dan 200 nieuwsitems. N.p., n.d. Web. 28 Nov. 2012. Brathwaite, Brenda. Sex in Video Games. Boston, Mass: Charles River Media, 2007. Print. Burek, Pierce J. Sex, Brains, and Video Games: A Librarian's Guide to Teens in the Twenty-First Century. Chicago: American Library Association, 2008. Print. "California ban on sale of 'violent' video games to children rejected - CNN." Featured Articles from CNN. n.p., n.d. Web. 27 Nov. 2012.Website Cumberpatch, Guy. Video Violence: Villain or Victim? a Review of the Research Evidence Concerning Screen Violence. Video Standards Council, 2000. Print. "Debate: Ban on sale of violent video games to minors - Debatepedia." Welcome to Debatepedia! Debatepedia, the Wikipedia of Debates. N.p., n.d. Web. 27 Nov. 2012. "Effects of Video Games on Aggression." Web. 28 Nov. 2012. Ferguson, Christopher J, and John Kilburn. "Much Ado about Nothing: the Misestimation and Over interpretation of Violent Video Game Effects in Eastern and Western Nations-Comment on Anderson Et Al. (2010)." Psychological Bulletin. 136.2 (2010): 174-178. Print. Game Master. The New Yorker, n.d. Internet resource. Grossman, Dave, and Gloria DeGaetano. Stop Teaching Our Kids to Kill: A Call to Action against Tv, Movie & Video Game Violence. New York: Crown Publishers, 1999. Print. Sheff, David. Video Games: A Guide for Savvy Parents. New York: Random House, 1994. Print. "South Phila. teenager charged with killing mom | 6abc.com." ABC Owned Television Stations. n.p., n.d. Web. 28 Nov. 2012. "The Entertainment Software Association - Industry Facts." The Entertainment Software Association - Home Page. N.p., n.d. Web. 28 Nov. 2012. "The 10 Most Violent Video Games (And 10 Alternatives) | Common Sense Media." Reviews and Ratings for Family Movies, TV Shows, Websites, Video Games, Books and Music. n.p., n.d. Web. 28 Nov. 2012. Olivier, Karen. "Effect of Violent Internet Games on Children and Juveniles." Crime Research in South Africa. 1.1 (2000). Print. "Video game fanatic hunts down and stabs rival player who killed character online - Telegraph."Telegraph.co.uk - Telegraph online, Daily Telegraph, Sunday Telegraph - Telegraph. N.p., n.d. Web. 28 Nov. 2012. Vorderer, Peter, and Jennings Bryant. Playing Video Games: Motives, Responses, and Consequences. Mahwah, N.J: Lawrence Erlbaum Associates, 2006. Print. Wolf, Mark J. P. Before the Crash: Early Video Game History. Detroit: Wayne State University Press, 2012. Print. Read More
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