In the United States, 92 percent of children between the age of two and seventeen play video games (Greitemeyer 1). Another important factor is that software sales was about $87 billion dollars in 2012. Greitemeyer explains…
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However, there are those that believe video games do not have negative effect on children.
Video games have social impact and political impact on society. In the United Kingdom for instance, politicians have had concerns of the connection between video games and their effects on children’s behavior. In 2007, the British government legislated Digital Economy Act of 2010 (Robinson 414). Robinson further mentions that it had dual frameworks, one that a small majority falls under the British Board of Film Production while the majority regulated under a voluntary industry-led framework. It can be indicated that this system helps video games manufacturers produce games rather than help ban inappropriate games such as “Grand theft auto 6” . Most parents who are against the game might be afraid of its pornographic impact, but there are parents that help children get content. According to research done by BBFC, “ Kids mostly get what they want”. In addition, kid’s behavior can be understood, because they do not have knowledge about the new framework of age restricting categories made. A confusion exist for parents of whether to provide their children games according to the age restrictions or to uphold that decision to themselves as guardians of their children.
Previous systems were enforced at an early stage of technology development. In 1994 to 2007, the development of more realistic games resulted in the BBFC more engaged with the industry (Robinson 415). According to Robinson, it led to the development of Industries in America to create its software ratings board. Furthermore, the newest system named the Universal Statutory Framework centered on the industry-led PEGI rating system. Meanwhile, it is yet to be implemented as of August 2011 (Robinson 416). Moreover, the problem was historically and to date parents purchase games with content inappropriate to their age. That is a problem, which the
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