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    Brown v. Entertainment Merchants Association (2011), a United States Supreme Court case looked at the studies about the relationship between violent video game playing and aggression. The Supreme Court found no proof from the research that violent video games cause minors

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    Benefit Of Video Games

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    These ratings are there to help parents determine if the game would be bad for the kids or not and what is to be expected in the game. “The ratings reflect the amount of violence, sexually explicit content and profanity in each game" (“Video games ratings work, if you use them.”). ESRB ratings are on almost all games, it tells the people what to expect in the game like strong violence, gore, foul language, or even cartoon violence. Parents use this rating all the time to help avoid

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    assumption of violence. The rating label will be taken in consideration related to all the studies. A new minimum age identification and purchase program will be enforced. As for violent movies when the game is trying to be purchased it will ask if the person is above a certain age before the purchase is able to be completed. If the customer appears to be under the age, they will not be able to buy the game. “According to the ESRB, the video game ratings system is voluntarily, but

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    Today, you are most likely to see that the first item on a child's christmas list is any video console with violent video games included. For the most part, nobody actually pays attention to the harm they could be exposing their young kids to or maybe they do not notice until it is too late. Its irrational to think that a violent video game would not be able to psychologically and silently affect the mind of a young kid, as it is also causing the kid joy at the same time. But this irrational idea

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    Did you know that according to Dr. Bret Conrad, the majority of gamers believe that video game violence has few, if any harmful effects on them personally? Well, many people today play games with simulated violence ranging from games like “Killer” to games like Grand Theft Auto. One example, “Killer”, takes place in multiple New York City high schools at the end of the year. It consists of two teams, each student is assigned a person to shoot and they have to shoot them before they are shot. The

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    Violence is much more socially acceptable in today’s society than it was hundreds of years ago, which is mostly caused by technological advances. As technology expanded, so did our generation’s tendency for violence. With all the breakthroughs in social interaction using technology, the media has become a large contributor to society. Coinciding with the first amendment to free speech, the media is a very valuable and powerful tool in spreading information when used for important purposes. However

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    Introduction 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

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    While violent video games have increased as a form of entertainment, an issue has begun to form on whether violent video games have a negative impact on children and adolescents. Steven F. Gruel (2010) formed an argument about the negative impacts of violent video games on children. The purpose of this paper is to critique Gruel’s argument by finding flaws and strengths using the methods of claims without data, overgeneralization, failing to cite sources, and considering alternative explanations

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    shooting, it does not take long before videogames are to blame. Some politicians and family value groups have said, "Censorship is the bastard child of technology." What is to blame for such a quote? The answer is: the realism of gaming software. Gaming software realism has grown tremendously from being pixelized. While this is amazing to some, others have major complaints about the effects of the games on their children and other people around them. One half of the peoples complaints are that the

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    Graphic and Violent video games: Companies should strictly rate and monitor their games By: Talisa Anderson Graphic and violent video game companies should strictly rate their video games that are being sold. When teenagers ages 13-18 play these violent video games that include killing, blood and terrorism, they have less physical activity. The more teenagers that play graphic and violent video games have more chances to be affected by the violence and mature content. Every time these games are

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