Parental Responsibility In The Regulation Of Violent Video Games

1448 words - 6 pages

One of the fastest growing sectors in the United States economy, with sales over six billion dollars in 2012 is the video gaming industry ("Games: Improving the Economy’). Technical innovation has given the video industry power to create exciting realistic worlds, turning video games into the vast entertainment business that it is today. Setting sales records, Violent Video Games (VVG) are now a common staple in many households. One of the most argued topics in media studies, investigation on the impact violence has on society from mass media continues to rage on. Parents look to the media for reliable studies to confirm or distinguish the effects VVG has on children. Even more menacing than violence on television or in movie theaters, VVG have created enticing graphic worlds created to slaughter fellow players. Modern video games allow players to take an active role within the game. Enticing players to engage in realistic assault scenes that are meant to be entertaining. Worthy playing is then rewarded with: trophies, bonus points and extra lives.
Engaging in first-person participation in entertainment violence negatively influences impressionable youths whom are more and vulnerable to their environment. A large population of consumers purchasing VVG are teenagers and this should be a concern for society. Advocates argue that distorted images of violence desensitizes adolescents to emotions surrounding aggressive images. Some blame the video industry for the corruption of innocent minds. Politicians and child psychologist insist VVG impact youth in detrimental ways. The video industry voluntarily uses the Entertainment Software Rating Board, a rating system established in 1994 by Entertainment Software Association (ESA Entertainment Software Association). Assigning ratings for video games and software is a method established to assist the public in making informed decisions on the purchase of video games. However, critics insists that parental control is the only way to keep unsuitable material away from teens. Parents must be morally responsible and involved in controlling what type of media influences children are exposed to.
SUMMARY #1 (with long quote)
In the article “Children and Violent Video Games” Dr. Phillip McGraw educates the reader on the effects VVG games on children. Dr. McGraw is a distinguished mental health professional, author, and holds a doctorate degree in clinical psychology from the University of North Texas. His article stresses that VVG implants morals in children that are not conducive to a productive society. Dr. McGraw asserts:
If you shoot somebody in one of these games, you don't go to jail, you don't get penalized in some way — you get extra points!" This doesn't mean that your child will go out into the world and shoot someone. "But they do use more aggressive language, they do use more aggressive images, they have less ability to control their anger and they externalize things in these violent ways....

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