Video Game Violence
According to Patrick Masell, the media has recently bombarded Americans with images and stories about a popular and morally corrupt video game called “Grand Theft Auto”. GTA 3 and its successor GTA: Vice City sparked record sales as well as protests and news stories around the world. Most of these reports and protests question the game’s graphic content and the effects it can have on the audience, especially teenagers.
However, GTA was not the first series of video games that caused such a stir in this country. ‘Mortal Kombat’, a fight known for its blood and blood deaths, hit arcades and home consoles in 1992 the following year. The question of how graphic violence in video games affects these youthful youth has been debated for more than a decade. Violent video games have little, if any, adverse effects on the vast majority of the audience, and those who are negatively influenced are initially unstable.
Two features of video games are renewed interest by researchers, public policy makers and the general public. First, the active role that video games require is a double-edged sword. It helps educational video games as excellent teaching tools for motivational and learning processes. But it can make violent video games even more dangerous than violent television or movies. Secondly, the advent of a new generation of ultraviolet video games that began in the early 1990s and continues unabated to this day has led to large numbers of children and youths actively participating in entertainment violence that went beyond television or television. available in films. Recent video games reward players for killing innocent bystanders, police and prostitutes, using a wide variety of weapons, including guns, knives, flame throwers, swords, baseball bats, cars, hands and feet. Some feature cut scenes (i.e. short movie clips presumably designed to move the story forward) of strippers. In some, the player assumes the role of hero, while in others the player is a criminal.
All of this will help promote violent behavior among the children, but the censorship or banishment of video games will not solve or even solve a problem that is deeply rooted. Parents must play a major role in dealing with this matter. Parental neglect is possibly the biggest factor in juvenile delinquency. Ironically, the same parents who prefer video game censorship, not even aware of the games their children play, are intended for adults only. There is something marked on every game that has an ESRB rating. It acts like a rating system for movies and determines the age range for which a particular game is suitable. The CTA series is M or adult, suitable for people seventeen or older.
But that doesn’t stop parents from buying it for their minor children. In fact, there are many cases where a teenager is refused to buy a certain game. Their parents are brought in to confront the store manager and the manger explains the rating system, but the parent nevertheless buys the game. So both parents and game creators have to blame, since they didn’t think twice before doing anything.