Monday, March 4, 2019

Persuasive Paper on Video Game Violence Essay

= straight offs youth live in a time where film plot of lands be a fixture of entertainment. Video mealy consoles argon nominate in almost every home, including a childs bedroom. I conceptualise that the portrayal of abandon in photo plump fors is non the lawsuit for the increase of reddish acts committed by and against youth. Parents and the g all overnment should understand it is non the fault of the game itself. Modern raises should be engaged in the messages their children are receiving from scene games and the images they are each(prenominal)owing them to witness. Creating more laws and legislations surrounding the sale and mental object of video games will not provide the protection that parents think they will. I believe that parents who refuse to engage in the content their children are exposed to must(prenominal) educate themselves actively and be aware of what their children are observing when they playing period video games.They need to actively seek out information well-nigh the game and what types of content it nails before their children start to play. Parents should not solely trust on the rating provided by the Entertainment Software Rating display panel (ESRB), an independent board that provides ratings to video games. Games with the rating of Everyone, or E, contain mild violence. According to a think from the daybook of the American medical examination railroad tie where 55 video games were played, 27 games (49%) depicted deaths from violence (Thompson and Haninger). Parents who do not take the time to learn about a game first risk their children killing in the game that is rated for Everyone. Children need their parents to shed with them and explain that what they are seeing is not real and that violence want that is not appropriate behavior. A study by the American mental Association instal that game players self-reported that game playingwas found to waken more fear than anger, depressed feeling, or pleasant relaxation, and respectively even so it elicited more joy than fear (Ravaja, Saari and Turpeinen). Desire to commit violence was not one of them.Parents also need to set clear boundaries on what is appropriate and what isnot for their children, based on their own beliefs. The violence represent in video games exists without a call to action. The games do not argument players to go outside of the game and commit the same acts. It is also not the duty of lawmakers to limit accessibility or ban content all together because they fear that the violence could incite an incident. The British medical checkup Journal originally published get windings from the United Kingdom millenary Cohort Study. The study was conducted over 10 years and included more than 11,000 children. It did not find associations between electronic games use and conduct problems, which could reflect the lower photo to games and/or greater agnatic restrictions on age-appropriate content for games (Parkes, Sweeting and W near).Parents should determine what is right for their children and what is not. The boundaries of every family are different and need to be enforced by the parents. The creators and sellers of video games often become the scapegoat for lawmakers and government officials when a violent act occurs that involves or is perpetrated by youth. Parents rely on their legislators to take up their causes and seek out laws that will promote their cause. Regulating video games on their behalf is one of those causes. Legislative bodies crosswise the country are looking for ship canal to prevent incidences of violence, especially gun violence like what occurred in sandlike Hook Elementary in Newton, Connecticut and the movie theater in Aurora, Colorado. The country of New Jersey outlined a plan stomach year that included measures to limit and restrict how retailers merchandise games in retail outlets and would require parental consent for kids to purchase games rated Mature or Adults notwithstanding (Friedman).The state of Massachusettsalso considered legislation that would assemble a sort out to investigate the influence of violent video games and to find if there is a connection with real man violence (GamePolitics Staff). However, these, and other laws being debated across the country, face a significant legal road block. Video game retailers already take precautions and preventative measures to keep certain games from being purchased by children and further regulation on a legal level is not needed. The Supreme Court heard Brown v. EMA, a case against atomic number 20s laws that restricted the sale of certain games to teenagers based on states determination that they were violent. The basisof the case came down to a kickoff Amendment issue because Californias specifically singled out video games and no other form of media.The Court struck down Californias law and ruled the games, like books and movies, are protected under the counterbalance Amendments g uarantee of freedom of speech. The Supreme Court also verbalize it found no convincing link between the games and real world violence (Friedman). Justice Antonin Scalia stated, Psychological studies purporting to show a connection between exposure to violent video games and harmful effects on children do not prove that such exposure causes minors to act crisply (Friedman). Regulation by the government is a clear-cut defense for parents who skirmish with their kids about certain games being purchased and played. It is easier to tell a child that they cannot acquire something because someone else restricts it and not because the parent forbids it. It means the child is not pain with the parent and diverts their displeasure.Parents do not have to be the bad laugh at because a law takes care of that for them. I have personally witnessed parents heavy kids that they cannot purchase a particular game because it is too graphic or not for their age. Most of the children are less than pleased by the retort and show it. I imagine most parents want to avoid that reply from their child in a store. Creating legislation that the Supreme Court found infringes on the collectives First Amendment rights or circumventing the current self-regulation of the videogame retailers is not the solution. Todays parents should stop seeking a solution for interference outside of their own decisions as a parent by increasing legislation on games.Parents to the next generation are severely taxed by the demands of day to day life. The one item that they cannot be relaxed about is the entertain they choose for their children. Buying a video game console and unleashing a child into the world of gaming is almost a rite of passage for parents, especially parents that grew up playing Super Mario Bros. It is foolish to do so without rules, boundaries, and some due diligence on their part. They should be educating themselves on the games and need to be reviewing game content information a ccessible from web sites like IGN.com.Parents should be supervising their kids playing the games that they may not be familiar with yet many do not. They should also be looking at what they can control in their own home, including utilizingparental control settings on the consoles themselves and restricting online and downloadable content. Parents should not lean on lawmakers to institute those confines for them nor does not lie in societys hands. The net responsibility lies with parents who are willing to unplug what video game content they do not want their child to play.Works CitedFriedman, Matt. Game over? Christies plan to restrict video games would likely be overturned, experts say. 24 April 2013. NJ.com. Web. 3 March 2014.GamePolitics Staff. Massachusetts State Senator Proposes Study on barbarian Video Games. 14 November 2013. Web. 3 March 2014.Parkes, Alison, et al. Do television and electronic games predict childrens psychosocial adjustment? Longitudinal research using t he UK Millennium Cohort Study. British Medical Journal (2013). Web.Ravaja, Niklas, et al. The Psychophysiology of James nonplus Phasic Emotional Responses to Violent Video Game Events. American Psychological Association (2008) Vol. 8, No. 1, 114-120.Thompson, ScD, Kimberly M. and Kevin Haninger. Violence in E-Rated Video Games. Journal of the American Medical Association (2001). Web.

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