StudentShare
Contact Us
Sign In / Sign Up for FREE
Search
Go to advanced search...
Free

Should the Government Regulate Computer Games Nationally - Research Paper Example

Cite this document
Summary
The paper "Should the Government Regulate Computer Games Nationally" highlights that the overall responsibility of regulating video content is an issue best left to the industry and its community. No causal link established between violent video game exposure and aggressive thinking or behavior…
Download full paper File format: .doc, available for editing
GRAB THE BEST PAPER98% of users find it useful
Should the Government Regulate Computer Games Nationally
Read Text Preview

Extract of sample "Should the Government Regulate Computer Games Nationally"

Should the Government regulate Computer Games nationally? Introduction People play video games for entertainment, amusement and to aid in relieving stress. Advancement in video gaming technology has brought into attention some issues concerning as to whether the government should regulate the games, whether the regulation is constitutional and whether the current rating systems are sufficient. 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 alleviate such harms. Those in opposition argue that video games are a new form of artistic expressions and are considered to be protected under amendments. Both sides have based their arguments from scientific works of Craig Anderson, which prove that violent video games increase aggressive behavior and violence (Craig & Karen 20). No causal link established between violent video game exposure and aggressive thinking or behavior. It is unconstitutional to regulate video game content, as there are new form of artistic expressions, which are considered to be protected under amendments with bodies existing to do the rating, like the ESRB. If video games were increasing violent behaviors and aggressiveness, why has juvenile statistics decreased steadily since the year 1994? Why does 40% of girls and 90% of boys under the age of 18 play video games and thence no single child has committed crime. This is according to the survey carried out on January 2014. Since 1980s, courts have laid down laws that prohibit children from buying violent video games. US Supreme Court decided to consider a California law sponsored by Arnold Schwarzenegger banning the sale of violent video games to minors on 27th, June 2011. The law imposes $ 1,000 fines on any stores skirting it. However, the question is that, is it necessary for the government to regulate what children should play? While regulations by the government are welcomed in some corners of our lives, it is not always welcomed everywhere. Gun violence has been rampant and U.S President Barack Obama is set out to find the causes of such violence. This is according to his Chicago speech on February 10,th of February, 2013 California law banned the sale of the most violent video games involving killing, maiming and sexually assaulting image of human being. Games violating this standard would have to bear an 18+” label. However, the Court ruled that the current rating system was sufficient, and parents are free to deny their children violent video games (Garry 109). Controversies emerged on whether the banning of violent computer games was constitutional or not. According to DeLisi, the regulation is good in protection of children though not to the extent of restricting children from life exposure. In some cases, children should be given a chance to know the society based on the daily happening or through certain violent video games under close parental supervision or guidance. DeLisi et al 11).   Craig Anderson, who is a professor at Iowa State University argues that cultural setting or environment of child-growth cannot make him or her immune to behavior change associated with violent video games. According to him, children may develop aggressive behaviors as they try to practice the traits of the characters in the video games. (Craig & Karen 56). Various flaws of this law based on the uncertainty of any link between violent video games and real world violence and the success of the voluntary ESRB ratings and regulations, clearly show that government regulation of violent video game sales is currently unnecessary. Besides providing entertainment and amusement, video games are associated with some negative influences to the people like; Violence within Games In video games, violence occurs when a character attempts or causes physical injury or death to another character. Playing violent video games increases aggressive behavior in an individual both in laboratory settings and in actual life. Violent video games hence provide a foundation for learning and practicing aggressive solutions to conflict situations. Legislators however, have failed to mention from the enormous amounts of research linking video games and aggression or positive impacts ((Craig & Karen 56). Addiction Addiction is psychological condition that is related to an obsessive usage of computer and video games. Open ended, online video games have deep, broad and social interaction. Video game addicts usually crave playing the game and develop symptoms of withdrawal when they stop playing. Self isolation from friends and family is also common to such people. Video game addiction is very real and serious and can negatively affect individual lives in a similar way to drug addiction. (Craig & Karen 66). There are no negative effects on subjects who play violent video games. Instead, any aggressive behavior can be attributed to family issues and violent predispositions, contrasting Anderson’s work that shows there is a direct causal link between video games and real world violence. Video Game Ratings Entertainment Software Rating Board is an independent body that rates all video games’ content and has agreed with every major game retailer in the US to restrict the selling of mature (M) rated games to buyers above 17 years old, the minimum recommended age for violent games bearing this rating. It also enforces guidelines to be adopted by advertising industry (Shawn Schuster, 18). ESRB currently uses 6 rating categories: Adults Only (ages 18+), Mature (ages 17+), Teen (ages 13+), Everyone (ages 10+), Everyone (ages 6+) and Early Childhood (ages 3+), Even though these agreements with retailers are voluntary, a recent study involving underage “mystery shoppers” showed that over 80% were denied the sale of mature rated games without a proper identification or presence of a guardian. Based on this widespread adoption and success of the ESRB regulations, whichever governmental regulation of sales of video game can unlikely restrict sales any more than they are already restricted thus passing such laws is a waste of the government’s time, money and effort. Inaccurate ratings are common and sensitive content such as violence is not suitable for children and should not be availed to them. Violence featured in video games teaches children concepts that were not intended for them. This is a problem worthy streamlining and hence strict regulations need to be in cooperated on the current rating system to allow only appropriate material with the right content to be obtained by the children (DeLisi et al 26) However, mature ratings make video games seem more attractive to children and Age and Violent-Content Labels Make video games forbidden fruits for youth as they increase attraction to video games with objectionable content. Parents infrequently use the labels when allowing their children to buy video games and pronouncements of disapproval only encourage stubborn children to go against what their parents want (Thierer 78). Conclusion  I think the overall responsibility of regulating video content is an issue best left to the industry and its community. No causal link established between violent video game exposure and aggressive thinking or behavior. It is unconstitutional to regulate video game content, as they are new form of artistic expressions, which are considered to be protected under amendments with bodies existing to do such rating, like the ESRB. ESRB job to rate content is sufficient as large majority of stores uphold their recommendations. Parents should handle the other part since they are the ones with buying power, and it is upon them to ensure that their kids are sticking with content appropriate to their ages. Rating as it has been done by ESRB is important and hence we do not need the government to expurgate or regulate video game content. It should be up to parents to choose what their children should see or not. A bigger sticker should be put on the game and the game retailers should ensure the person purchasing the game can clearly see and understand what the rating system symbols means. Work Cited Anderson, Craig A., and Karen E. Dill. "Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life." Journal of personality and social psychology 78.4 (2000): 772. DeLisi, Matt, et al. "Violent Video Games, Delinquency, and Youth Violence New Evidence." Youth Violence and Juvenile Justice 11.2 (2013): 132-142. Thierer, Adam D. "Fact and Fiction in the Debate Over Video Game Regulation." Progress & Freedom Foundation Progress on Point Paper 13.7 (2006). Garry, Patrick M. "Defining Speech in an Entertainment Age: The Case of First Amendment Protection for Video Games." SMUL Rev. 57 (2004): 139. Read More
Cite this document
  • APA
  • MLA
  • CHICAGO
(“Should the Government regulate Computer Games nationally Research Paper”, n.d.)
Should the Government regulate Computer Games nationally Research Paper. Retrieved from https://studentshare.org/english/1688319-should-the-government-regulate-computer-games-nationally
(Should the Government Regulate Computer Games Nationally Research Paper)
Should the Government Regulate Computer Games Nationally Research Paper. https://studentshare.org/english/1688319-should-the-government-regulate-computer-games-nationally.
“Should the Government Regulate Computer Games Nationally Research Paper”, n.d. https://studentshare.org/english/1688319-should-the-government-regulate-computer-games-nationally.
  • Cited: 0 times

CHECK THESE SAMPLES OF Should the Government Regulate Computer Games Nationally

Violent Video Games

In the paper 'Violent Video games' the author shows how violent video games can negatively affect young children who play them.... There are different violent games which children play for instance 'Saints' Row the Third'.... 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....
13 Pages (3250 words) Essay

Video game addiction

Excessive use of computer games is a mental disorder that affects people of all age groups though it is evident among many pre-teen and teens.... ost teenagers usually like spending most of their siesta playing computer games, which form their number one hobby.... t is clear that Video games are evolving and increasingly becoming complex, detailed and captivating to a rising global audience of gamers.... Video game addiction refers to compulsive use of video games in a manner that end up interfering with an individual's daily activities....
9 Pages (2250 words) Research Paper

Video games conquering new markets

ideo and computer games are periodically criticized in the media by some parents' groups, psychologists, religious organizations, and politicians for the level of violence, cruelty, and crime that some games allow players to act out, and often glorify.... Already there has been lot of controversy over the impact of video games over children's psychological problems.... It is said that is said that depiction of graphic violance, sexual thmes, racism, advertising, and other sensible things in computer and video games have creating lot of problems in young minds....
9 Pages (2250 words) Essay

Cyberspace and Society

A computer-controlled surveillance system that automatically tracks police-designated target faces has gone into effect in East London.... Privacy is a very hotly debated topic these days.... The sky rise growth of the internet, electronics and state of the art devices, individual's privacy is very negatively affected....
19 Pages (4750 words) Essay

Harmful Effects of Computer Games on the Educational Outcomes of Children

The researchers also note studies had indicated had indicated children who spent more than one hour daily playing computer games reported to feel less in control of their lives.... These studies are in addition to those that found repeated engagement in violent computer games as contributing to increased aggressiveness and hostility and desensitize children to violence.... Subrahmanyam et al (2000) note the positive aspects of computer games that can promote social interactions, especially when using educational games that encourage sharing, cooperation....
15 Pages (3750 words) Research Paper

How Online Gaming Affects Ones Work Life and Personal Life

From simple console games like Dig Dug, Pitfall and Super Mario Brothers to computer games such as Minesweeper, Freecell, and Solitare, technology started giving people more interactive games like those on the Nintendo Wii, Xbox and Playstation.... As computer programmers and software developers become more skilled, they started developing games where the Internet played a big role.... With online games, a person still played on his or her computer....
19 Pages (4750 words) Coursework

Social Impact of Computers

For instance, the modern fridge uses a computer to regulate temperatures; modern automobiles have computerized navigation systems and antilock braking systems, mobile phones are literally small computers, social methods of research use software packages to analyze data, children now spend time on computer games than outdoor games, computers are used as teaching aids in schools and health records are stored in computers among other uses.... "Social Impact of Computers" paper demonstrates how computer use in modern times has affected man socially drawing support from an array of literature....
8 Pages (2000 words) Coursework

Online Gaming in South Korea

Video games and gaming addiction is an addiction to online video games or any gaming environment.... Roughly for every 10 South Korean children between the age of 10 and 19, 1 is addicted to the internet, where the teenagers spend up to 88 hours a week glued to their computers playing video games (Robinson, 2015).... These games promise the teenagers a form of social contact at the same time shielding their identities.... Massively Multiplayer Online Role-Playing games (MMORPGs) allow these youths to express themselves in ways that seem impossible for them in real life....
6 Pages (1500 words) Case Study
sponsored ads
We use cookies to create the best experience for you. Keep on browsing if you are OK with that, or find out how to manage cookies.
Contact Us