Entertainment Software Rating Board

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    Game makers have ratings on the games to warn players (or parents buying the game) what exactly they’re getting into. It’s up to parents - and parent’s alone - to decide what is or isn’t too violent. While anchormen and angry parents point fingers at video

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    Violent Video Games

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    After many years of many grotesque video games the Entertainment Software Rating Board (ESRB) stepped in and began assigning age restrictions to video games. One of the main games that caused the development of the ESRB was Mortal Kombat, which was known for its realistic bloody graphics when it came out in 1992. Today many of the top selling franchises are still underlyingly violent. “Although only 5% of games released in 2010 were given the "M" rating, those same "M" games accounted for 26% of video

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    My mini literature review is on the effects of video games on youth, both positive effects in the form of educational games and negative effects in the form of aggressive behavior and desensitization.Many people focus on the negative effects that video games have on young people, but video games can also have more than just negative effects on people. Different games have various effects, violent and competitive games are likely to increase violent and competitive behaviors and emotions while relaxing

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    Call of Violence

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    these are actual phrases the the Entertainment Software Rating Board (ESRB) uses to describe the Grand Theft Auto Series ("Harvard Mental Health Letter" ). In 2008, the Pew Research center stated that ninety-seven percent of youths ages twelve to seventeen played some type of video game, over half of which played video games with violent content. A separate study found that close to half of the video games out there rated by ESRB (See Figure 1 for an example of a rating)were considered violent and close

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    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

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    Should teens be able to buy violent video games? No, teens should not be able to purchase video games that contain violent content. Violent video games in a person’s early years could result in much, much worse things later on in life. Studies show that violent video games could result in bullying, criminal activity, or in worse cases, suicide. Games that withhold violent scenes can result in bullying. Children will see what they are doing in their game, and think that it would be acceptable to

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    just a few of the phrases that the Entertainment Software Rating Board (ESRB) uses to describe the content of several games. The future of entertainment revolves around technology. Along with the evolvement of technology, video games are also changing. More ways of playing violent video games are created each year, but most of us have this question in mind; do violent video games influence people to act aggressively? Video games are a unique form of entertainment because they encourage players to

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    that some of the high school shootings across the country were committed by students who were habitual players of violent video games. Due to these concerns, a non-profit, self-regulatory organization was established in 1994 by the Entertainment Software Rating Board (ESRB) to appropriately rate all video games from EC (early childhood), E (everyone), E10+

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    80 % of video game sales are violent games. Juvenile crime and arrest rates have declined 48% since 1996 indicating that violent video games do not prompt adolescents to commit violent crimes. Video games are considered among the top forms of entertainment for youth in America. An estimated 90% of adolescents play video games, spending approximately 2 hours per day, sometimes more digitally interacting with the world around them (Prot, McDonald, Anderson, Gentile, 2012). The top selling video game

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    his designated shooting spree in a particular brand of car. Is the company who produced such the car at fault for making and selling it to the perpetrator? Of course not. To quickly address also, all video games forgo a rating system created by the Entertainment Software Rating Board, or ESRB for short, in order to determine which audience a certain

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