The effect of videogame violence among children and teens is undoubtedly one of the most debatable topics of all time. It is evident that there is no complete control over the media’s depictions of things such as sex or violence in all forms of entertainment, but as a society, we do make the decisions on the shows and movies we choose to watch and the videogames we choose to play or mediate for children based on how we have been raised ourselves and our subjective sense of morality as well as our naivety. Violence in videogames can have a negative effect on children, but only makes up for so much as it is a small factor in comparison to the responsibility that falls on the discipline of the home environment established by no other than the parental figures of the household.
Violence in videogames has existed since the building progression of aspect appeal brought on by our popular culture’s conceptual interest of what is entertaining. Violence is entertaining.
Videogames have come a long way since Pong and Pacman and the goal of most (if not all) videogame companies is to ultimately achieve the greatest feel of realism. There have been no studies as of yet that indicates videogame developers and publishers have deliberately made and released a single game, to date, that purposely advocates or condones violent behavior depicted. Ratings are blatantly put on the labels of all games and are clearly marked for the targeted suggested age appropriateness by the Entertainment Software Rating Board (ESRB). There are also disclaimers shown before the game, reminding the player or viewer of its graphic nature.
Parents are to be in charge of the content of their children’s forms of entertainment. Though parental advisory is limited, parents and parental figures alike must take it upon themselves to keep a tight enough filter on the plethora of media entertainment exposure as much as humanly possible, especially during the years of childhood behavioral development where the child is at their most vulnerable and impressionable. One very obvious way children get a hold of violent videogames is due to the lack of parental consciousness. Some parents overrule the fact that the game is meant for ages 17 and up and assume that their child would never act out what’s depicted in the game. Aside from overruling, overlooking is also a commonly made “oops,” where parents simply do not read the rating labels, let alone the storyline or cover art, even.
Acts of violence expressed by teens are automatically linked to their hobbies/extra curricular activities and it just so happens that videogames, violent ones in particular, are included. By default the catalyst to their dirty deeds are directly correlated to those god-awful videogames! Their violent actions are immediately classified as a result of overexposure, resulting in desensitization and acts of aggression carried by it or just reenactment of their games toward dealing with their real life dilemmas. In an article from MSNBC written by Winda Benadetti, a hastily made claim made by former attorney and avid obscenity/profanity stickler, Jack Thompson, stated that Virginia Tech shooter, Seung Hui Cho loved violent videogames and that same lust did play a role in the massacre. Investigations later proved the claim faulty. Cho had a history of mental illness that was poorly dealt with and had a passion for books rather than videogames.
The role of violence depicted in videogames is small, but still crucial to the cause of outwardly expressed aggression between teens and children. There is a very big and significant difference between what is shown from a show or film or even a graphic novel and a videogame; videogames are interactive. Playing a videogame can surely provoke anger and aggression just by the storyline. One great example is the Grand Theft Auto series, whose notoriety has and always will push the envelope among other games. All the games give the player the option of simulated, but limited freewill and creativity of lifelike aspects. As mentioned earlier in this article, children are impressionable and are very likely to take things just like cursing out of context. Misconceptions can be drawn and the wrong message can be conceived. A clear distinction of right and wrong has to be stressed toward raising kids. Children must be made aware that what is shown and played in these games are wrong and at all costs should be taught to veer away from such horrendous depictions of fighting, murder, blood, gore, sexual innuendos, language and any other explicatory idiosyncrasy beyond their maturity and comprehension level.
From personal experience, I can say that videogame violence is not a subject to take lightly. I have played tons of violent videogames and there wasn’t any negative effect on me, but I cannot speak for everyone. My parents had made it a point to teach me proper ethical behavior, so their concerns of violence in entertainment affecting me were replaced with confidence that I had a basic sense of right from wrong. Speculators are so quick to judge game producers, rather than placing the blame on a teen or child’s lack of judgment or psychiatric wellbeing, which is where the role of the parent plays. The blame goes in every which way and there will never be a compromise. As long as teen violence runs rampant and violent videogames are constantly in production, the constant surveying and debating won’t stop unless we look at ourselves and take responsibility for our youth.
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1 comment:
"Acts of violence expressed by teens are automatically linked to their hobbies/extra curricular activities and it just so happens that videogames, violent ones in particular, are included"
while i agree with almost your whole article, i'm not sure if i agree with this line...you know me, and i'm a pretty violent person. i mean, i hit people for absolutely no reason (though that's deffinetly getting better n___n) BUT, i never play these games, i actually think they're really boring. and i don't really see any of my hobbies to be violent...i mean i watch way too many horror movies, so maybe that has played a roll, but i didn't start really getting into horror movies till i started high school...and i was much more violent before than i was now.
or maybe i'm just crazy.
hahahha
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