Synopsis Although the addiction to video games is not fully recognized as a diagnosable disorder, I chose this topic because I know quite a few people that play video games on a regular basis. A few of them have had negative outcomes in either their work or personal relationships, in some cases both, as a result of playing video games daily. I personally have had a similar experience in my relationship with my significant other, although in this case he was the one playing video games and I was the one experiencing the results of it. Recently, I have read several news articles regarding parents ignoring their children and their needs as a result of playing video games. In addition, I have also recently heard of an interesting documentary produced …show more content…
Video games exist to entertain people and that reason is the driving force behind game developers (designers). Everything we encounter in our daily lives affects us whether we are aware of it or not. It can probably be agreed upon that game developers (designers) do not set out with bad intentions in mind when designing a game. Their goal is to make games enjoyable to the audience. However, this is when the question of ethics come into play. How much of it is the responsibility of the developer (designer) and of the player? Some developers (designers) create games addressing a wider range of issues in such a way that only video games are able to, such as Kuma Reality Games and games developed by the United States Army. Their games are based upon real combat, but the difference between the two is that the Army does not gain profit from their games. 'America's Army' is given away to avert scrutiny involving ethical issues. Players are restricted on what they can and cannot do. The primary goal is to illustrate the army life in a matter-of-fact way to avoid misleading people into thinking the army is a effortless. Other games, such as Fable and Star Wars: The Old Republic, are designed to give players a choice of being good or bad. However, by allowing free will, developers (designers) like Molyneux (creator of Fable) and BioWare (Star Wars: The Old Republic) should be aware of the likelihood of …show more content…
In recent years, the debate of whether violent video games has any relation on violent behaviors has been gaining momentum. Studies have indicated a link between violent video games and higher levels of aggression but there is not enough evidence to support the risk of criminal or violent behavior. Often the video game is not the brute of the blame but the manufacturer. Video game manufacturers get a rating based upon their content. These ratings leave the choice up to the consumer (or the parents) on the level of violent (adult) content and are as
In recent years, we have seen many video games criticized and bashed in the public eye for their disputable content. However, the game industry has been subjected to controversy since the creation of its first adult themed games such as Death Race 1976 or Custer 's Revenge 1982. These two graphics limited games have introduced video game violence to the public and since then debate about morals and ethics of video games evolved over the years together with the game experience thanks to modern technologies. Violence is one aspect of many that can cause great controversy that’s why it is important to create a suitable ethical, cultural and legal context as it can determine its failure or its success. In this paper, I will present an example
In Grand Theft Auto V, players are awarded a prostitute’s money once they kill her and forced to enact a torture session on someone to extract information from him; in the Call of Duty Franchise, players are prompted to gun down and bomb innocent civilians. These games are only a few examples of exposure to violence in a rising media form. Considering that “upward[s] of 90 percent of American children between the ages of 2 and 17 play video and computer games regularly” (Funk, 1993), the high content of violence in video games should be re-evaluated. Though not all violence in video games is depicted seriously, “most of the top-selling video games (89%) [contain] violent content” (Knowles et. al, 2001). There have been thousands of studies indicating a
If the game is not enjoyable due to the developers having to incorporate ethical standards into the development of the game, then that could decrease the amount of games sold. It also takes time to thoroughly check every area of the game to make sure it is up to code. It would be easier for the company to ignore ethics all together. They could make the game as fun and addictive as they want to, which would bring in superior revenues. That would increase the happiness of the company and the developers. With the rating system in place, as long as the individual purchasing the game understood the type of content within, they could also have a great time enjoying it. This approach would likely get much backlash from the media. Depending on how popular the game is, this backlash could be
Video game effects are relatively new in modern society. Even though these games are often entertaining, the content of the game has been increasingly more and more violent as technology becomes more prevalent. The popularity of violent video games has caused an increase in controversy. Parents and experts feel that some games are just too violent and they demand the government to regulate the sales of these games. However, violent video games do not cause an increase in aggression, in adolescents. The forceful plan by the government is caused by an exaggeration of the effects of violent video games and this plan are indeed pointless.
A violent video game is defined as a video game where the range of options available to a player includes killing, maiming, dismembering, or sexually assaulting an image of a human being (Robert Wood Johnson Foundation, 2010). For many years there has been increasing concern by the general public, policy makers and social scientists as to whether or not violent video games have a negative influence on the behaviour of youth. With the popularity of the gaming culture growing dramatically amongst children and adolescences; the marketing of violent video games to youth has become increasingly successful, allowing such games to become more easily obtainable regardless of age (Anderson et al 2007). Consequently, the increase has raised the question of exactly what impact exposure to these highly graphic games has on the younger generation; resulting in a range of research and studies to continue to take place on the subject. It has become the norm in most modern societies to associate violent video games as a considerable cause to the violent and aggressive outbursts of youth (Ferguson 2010). Some even go as far as connecting some crimes committed by young people as a result of their exposure to violent video games. While others claim there is no link between violent video games and negative youth behaviour; some suggesting that violent video games have a positive impact on the behaviour of youth.
In discussions of video games, one controversial issue has been whose responsibility it is to deal with the behavioral problems of children and teens who get influenced by the content in games. On one hand, the game industry argues that the responsibility should lie with whomever bought the game. On the other hand, others such as parents and Parental guidance agencies contend that their children’s bad behavior stems from games and that the video game industry should regulate the content to protect children from negative influences within the game. Others even maintain that video games promote violent crimes. My own view is that it depends on the person playing the game because certain people can be more influential than others, especially children. I also believe that it is the responsibility of the buyer to know the game that they or their children are playing and to take responsibility for the things that happens within their own household.
In the latter half of his first argument, Roberts boldly claims “Violent video games equate to violent behavior, especially in children whose brains are not fully formed yet” and “a game rated MA (Mature) doesn’t stop a kid from playing it,” yet there is utterly no evidence supporting these poor claims. In reality,according to the Entertainment Software Rating Board’s official website, a majority of parents check the video game rating before purchasing it for their child (ESRB). Robert draws a hasty generalization in hopes that readers will gloss over such details and ignorantly agree with Robert’s meaningless and false claims.
More than half of the video games purchased are from underage children. The sheer scope of media choices renders futile any effort to rein in content through regulations. Regulations which nobody seemed to follow or obey. Occasional pixilated displays of violence or sex can be found in some games that are sometimes sold to children. These comprise a tiny part of the total array of media content freely available to anyone. (Koffler 51). Further, hearing from Mark and Keisha Hoerrner, parents allow the exposure to violent video games, without even checking the industry ratings. Victims susceptible to increased aggression learn that violence is acceptable to solve problems, and they perfect the art of shooting as though the virtual gun was a real weapon (39). Hoerrners’ concede that parents need to be aware of the inappropriate content that is viewed, as well as inform the players reality to socially acceptable behavior in the real world. The Hoerrners and Koffler agree to such statement that violent video games don’t have any further effect on aggression, due to the fault of parents and the video games stores themselves. Even though such belief is valid in the sense that parents have to have a watchful eye, but in order to make the statement true, more information must be
For several decades, the idea of violence in the popular media influencing a young generation to violence has been hotly debated. Since the introduction of violent video games in the 1970’s, for example, the shooting games Empire and Maze War from 1973, people have noticed that violent video games induce violent behavior in players, especially in teenage males. Despite people seeing the negative influence of violent media earlier as well, only in the last two decades has video game violence come to the forefront as video game popularity has increased. With the growing influence of digital technology, people began to notice increasingly aggressive displays on the part of adolescent players. Moreover, the computer and game consoles became the most cherished adolescent toys, and violent video games their favorite pastime. Meanwhile, parents started to worry about their children’s activity, and whether violent video games lead juveniles to infractions of the law and to negative changes in their behavior.
Playing violent video games is not directly responsible for all violence, and criminal activity. However, the question remains whether or not playing certain games can lead to higher levels of aggression. Parents often ponder this very question when their children beg for one of these games that are rated M for mature. This very well may be where the problems occur since these games that were designed for ages 17 and up are now in the hands of underage adolescents. The reason problems can occur in such scenarios is because while even though the people who are old enough to buy and play these games usually understand that the actions depicted in the games are unethical. While those who are younger and need their parents to buy the game for them might see the same actions as cool and fun. When gamers lose sight of reality and become incased in certain games they can also lose track of their morality. This means that violent video games are in theory capable of placing dark thoughts into the hearts and minds of all the players. Therefore, this paper will discuss if thoughts formulated while playing violent video games can be reasonably linked to an increase of aggression.
An example of video games providing a true sense of control is in the game franchise known as “Phoenix Wright Ace Attorney” in which you play as a lawyer protecting clients in a courtroom scenario. This game is very much reliant on the player’s skill level to find contradictions in witness testimonies and luck is never a factor. This sense of control is what all people crave and is what the video game developers give to players. All of this evidence shows that video games are a way for people to let out their negative emotions in a safe environment and a helpful way to satisfy basic human cravings of control.
Several states, including California, Georgia, Illinois, Louisiana, Maryland, Michigan, Minnesota, Oklahoma, and Washington, have passed laws regulating the sale of violent or sexually explicit video games (Barrett, 2008). This shows that states are trying to prevent youngsters from buying rated M games. But attempts to stop it completely show that it could not do so because of a few reasons which include: unnecessarily impeded a parent 's rights to make decisions about his or her child, was unenforceable, and also was not inclusive enough (Rowland, 2001). Also, stated, is that there was no evidence to pass legislation regarding ‘violent’ video games because no evidence presented violent behavior in children. The lack of direct evidence that connected “point and shoot” video games to violent behavior (Rowland, 2001). Also sales of video games compared to youth violence (serious violent crime) shows that while the sales of violent video games has gone up, youth violence has gone down (Adam Thierer, 2009).
Violent video games have always been a hot topic since the release of the first Mortal Kombat in October 1992 for home consoles, which, because of its violence, resulted in the creation of the Entertainment Software Rating Board (ESRB). There have been studies that show a correlation between violent video games and aggression resulting in both an increase and decrease in aggression among players, but all if not most studies have only been short-term experiments. The real question is whether violent video games cause an increase in short-term aggression to the point where the players start to commit violent actions because of it, but, if the aggression does increase, how to prevent the short-term aggression from increasing to the point where it becomes a problem without taking the games away.
The range in media form can cause many to conclude that one form may be more harmful than another. Over the last decade, video and computer games have gained popularity as the most common way for children and adolescents to spend leisure time (Vessey & Lee, 2000). Over eighty percent of today’s most popular video games contain violence (Vessey & Lee, 2000), showing that there is a strong preference for these types of games in the market. Television and filmmakers have also taken leaped towards more violent programming and content that appeal to their audience. These visual images of violence have been determined to increase aggressive behavior in frequent viewers as well as desensitize the population towards violent acts (Videogames|and|Violence, 2007).
Upon further research, author Tobias Greitemeyer stated how, “One national survey showed that 88% of American youth between ages 8 and 18 play video games.” (Greitemeyer 19) From the statistics I gathered stating that more than half of video-games rated by the ESRB have violence, along with the 88 percent of American youth that plays video-games. It is fair to assume that most children are playing some type of violent video game. However, does violent video-games really affect the minds of our young people? It remains a debate, because video game developers are protected by laws and every type of playable electronic software is regulated by the Electronic Software Rating Board. The people totally against violent video games feel as if violent titles should be taken of shelves.