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a popular source of entertainment for many members of society, some critics have raised concerns over their effects on the behavior of their enthusiasts. More especially, they note that violent video games lead members of society to be violent in behavior. This paper will analyze the extent to which violent video games cause their enthusiasts to behave violently.
Many video games have scenes that depict violence or aggression as noted by the Entertainment Software Rating Board (2014). For a video game to be categorized as violent, it probably falls under the category teen, mature, or adults only. Under the teen (13+) category, the content descriptors for include: talks on alcohol, comic mischief, and language that is a bit harsh (Hughs 2007). Examples of games under this category are The Sims 2 Kitchen & Bath Interior Design Stuff. Under mature category, the rating takes into consideration the presence or absence of suggestive themes, blood, language that’s strong, violence, harsh humor (Hughs 2007). One example of a video game that falls under the mature category is Metal Gear Solid 4: Guns of the Patriots. In the adult category, content descriptors include blood and gored blood scenes, intense violence, nakedness, strong language, strong sexual content, and use of illicit drugs. One video game that falls under this category is Grand Theft Auto: San Andreas (Hughs 2007).
Whatever the category, a video game is considered to be violent in nature if it generally features violence, strong language, and weapons. Weapons used in some violent videos include chainsaws, machine guns, machetes, and grenades that make the killing bloodier (Ferguson & Garza 2011). Some violent video games are event characterized by gang warfare that include killing of police and pedestrians, shooting while driving, and racial factors where white heroes kill back victims as noted by Ferguson and Garza (2011). Some of these have the player advance by the making their killing most horrific.
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In a study among Dutch adolescent boys who were exposed to violent and non-violent games the author suggested that: those who were exposed to violent games were more aggressive than those who were not and they further wished they were like the violent characters in the game. Those children have the tendency to acquire violent behavior.
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.
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.
The reason is that the games make the participant part of the script that makes up the play. The games also require participants to have constant attention to the proceedings of the act. The aspect is the same despite the audio visual games being in existence for
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