Tuesday, January 14, 2020
Opinion essay â⬠video games Essay
Video games are usually considered an excellent electronic with the mainly purpose to propose entertainment. For different kinds of persons, from children that probably have more time to play it, until adults who usually have fun after their work. Technological advances in video gaming software have created a rapid evolution from 1970ââ¬â¢s arcade game technology to todayââ¬â¢s role playing games, featuring an almost life-like level of realism, which mirrors the natural world in all of aspects, sometimes showing some graphic violence. With critical unproven scientific really, there are criticisms from the media that directly reflect the thinking of the parents of many children who play video games, one of the entities that can change this is the industry of video games censored you need to start acting. According to Entertainment Software Association (ESA), there is a thought about censoring videogames: ââ¬Å"Blaming video games for violence in the real world is no more productive than blaming the news media for bringing crimes of violence into our homes night after night. â⬠The news media usually controls what most of people will think about new video games but most of times they have bad things to show like violence, drugs and sex in live for everyone. They donââ¬â¢t reveal that violent crime, particularly among the young, has decreased dramatically since the early 1990s. During the same period of time, video games have steadily increased in popularity and use, exactly the opposite of what one would expect if there were a causal link. Some researchers are always trying to prove that players of violent games may be influenced by bad behavior and, implicitly, will apply who watched the game in real life. According to Ferguson, Christopher J. and John Kimburn: ââ¬Å"This analysis does not find support for either a causal or correlational link between violent media and subsequent aggression in viewers. Why the belief of media violence effects persists despite inherent weaknesses of researches somewhat of an open question. â⬠This shows how most of the time the researchers are misguided. Another prove of how these researches are misguided can be clarified in what Salonius-Pasternak, Dorothy E. and Holly S. Gelfond has to say: ââ¬Å"Most research on electronic play has focused on its possible negative effects for children and adolescents, and contextual factors such as socioeconomic status and culture are rarely consideredâ⬠¦. The study explains how electronic games may also have potential benefits for young players that include providing children with the opportunity to negotiate societyââ¬â¢s rules and roles, allowing children to experiment with aggression in a safe setting without real world consequences, and facilitating childrenââ¬â¢s development of self-regulation arousal. â⬠Another interesting point that no one knew is that usually the parents are present when games are purchased or rented 93 percent of the time. Ratings and parental controls already help parents make appropriate entertainment choices for their families. Just as with other types of entertainment, there is a wide variety of content available in computer and video games to suit the wide variety of individuals who play games. The industry has also voluntarily established numerous tools and policies to help parents make educated choices and ensure that retailers only sell games to those whose age is appropriate for the game in question. Computer and video games are rated by the Entertainment Software Rating Board (ESRB), whose system includes age recommendations and content descriptors. In addition, a June 2012 study conducted by Peter D. Hart Research Associates found: 85 percent of parents with children who play video games are aware of the ESRB ratings; 70 percent of parents regularly check a gameââ¬â¢s rating before making a purchase; and 88 percent of parents feel the ESRB rating system is either ââ¬Å"very helpfulâ⬠or ââ¬Å"somewhat helpful. â⬠All new video game consoles include parental controls that limit a childââ¬â¢s access to games based on their ESRB ratings. According to a 2013 study, 86 percent of parents believe parental controls are useful. Parents impose time usage limits on video games more than any other form of entertainment: 79 percent of parents place time limits on video game playing; 78 percent of parents place time limits on Internet usage; 72 percent of parents place time limits on television viewing; 69 percent of parents place time limits on movie viewing. Therefore, before video games children have been playing violent themed games in the streets and will continue to do so well into the future. As you can clearly see I am against censoring video games, I think that if someone is going to get influenced to do something violent because of a game, then there must have been some underlying issue that the person had before playing a violent game. As the generation that grew up on modern videogames becomes parents themselves, attitudes will change and conservative hysteria will hopefully be relegated to amusing background noise. However, the videogame industry must become active in protecting its own collective interests to mitigate any damage that could occur before attitudes calcify. Media outreach, governmental relations, symposiums, and other visible efforts to educate the public are critical at this unique juncture in the videogame industryââ¬â¢s development. This will drive a wedge between reasonable parents and hysterical censors. If the videogame industry speaks for parents along with children, and is perceived as their ally, the elements of censorship will be left with no support. Works Cited Ferguson, Christopher J. and John Kimburn. ââ¬Å"The Public Health Risks of Media Violence: A Meta-Analytic Review. â⬠Journal of Pediatrics 154 (2009): 759-763. Web. 10 Aug. 2011. Grimes, Thomas, James A. Anderson and Lori Bergen. Media violence and aggression: Science and Ideology. Thousand Oaks: Sage Publications, Inc. , 2008. Print. Salonius-Pasternak, Dorothy E. and Holly S. Gelfond. ââ¬Å"The Next Level of Research on Electronic Play: Potential Benefits and Contextual Influences for Children and Adolescents. â⬠Human Technology 1. 1 (2005): 5-22 ââ¬Å"Essential facts about games and violence. â⬠Entertainment Software Association. Inc. , 2012. Lawrence G. Walters/ Weston, Garrou, DeWitt & Walters. ââ¬Å"Sex, Lies and Videogames. â⬠2016. .
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