Like
most children of the 1980s, I grew up playing video games. We had the Nintendo
NES and we played the now classic games: Super Mario Bros, The Legend of Zelda,
and Duck Hunt just to name of few. With the rise in school shootings, video
games have come under fire for their source of violence. Video games have been
studied since the 1980s and no concrete evidence has come to light that points
directly to video games as the source of the rise in violence. Many lawmakers
including Senator Diane Feinstein are pushing for the video game industry to
voluntarily avoid glorifying guns and gun violence and if they are unwilling to
so do, Congress is ready to take action (Huffington Post 4/4/2013). I don’t
advocated banning video games because when you do so, you just create a black
market for it and when someone wants the banned item, they will get it. We saw
that with the Cold War when East Germany banned Western music, East German
still were listening to it. Prohibition is another example of banning an item
does not get rid of the desire for the item.
Unfortunately,
the evidence that points to video games as the increase in violence is
correlational at best. One study published in the Journal of Psychiatric
Research stated that when accounting for pre-existing emotional, family and
social issues, any aggression-increasing effects of playing violent video games
had disappeared. Another study published in the Journal of Youth and
Adolescence stated that current findings did not support the popular belief
that violent video games increase aggression in youths. Federal crime
statistics actually show that serious violent crimes among youths have
decreased since 1996 while video game sales have increased. It would be hard to
find a young man who did not play games at all. According to the Entertainment
Software Association (ESA) in 2011, the average gamer is 30 years old with 12
years playing experience. 82% of gamers are 18 and older, 42% are women 18 and
older and 29% are over 50. The majority of gamers aren’t youths at all, they
are adults!
The
Entertainment Software Rating Board (ESRB) has a rating system similar to the
film ratings which notify the consumer of the maturity level based on the
content:
·
Early Childhood (EC): young children
·
Everyone (E): minimal cartoon, fantasy or mild
violence and or infrequent use of mild language
·
Everyone 10+ (E 10+): same as Everyone rating
but more suitable for players 10 and older
·
Teen (T): violence, suggestive themes, crude
humor, minimal blood, simulated gambling and or infrequent use of strong
language, suitable for 13 and older
·
Mature (M): intense violence, blood and gore,
sexual content and or strong language, suitable for 17 and older)
·
Adults Only (AO): prolonged scenes of intense
violence, graphic sexual content and or gambling with real currency, restricted
to those 18 and older.
However, the ratings only work when parents pay attention to
or even care about the content. I’ve seen many children who have games that
their parents gave them that they probably shouldn’t have. But if the parents
allow them to play the game, who am I to tell them that they can’t have it?
In the
book, Everything Bad Is Good for You, Steven Johnson challenges the
popular belief that video games are a mind-numbing addiction. According to
Johnson, video games demand more from players than most traditional board
games. Players have to determine objectives and how to achieve them, learn the
controls and navigating and eventually mastering a highly complex system with
countless variables. I know personally that many games especially role playing
games (RPGs) are very complex. I’ve started many and only finished a few. My
brother, who is an avid player, will take months to finish one game because of
all the extra side journeys a character can take outside of the main quest. He
will often play the game again, changing even one decision will alter the game
play and change the course the character will experience. RPGs requires strong
analytical ability, strong flexibility and adaptability and strong patience and
focus. Johnson also challenges the popular perception that video games give
instant gratification when in fact because many RPGs take so long to complete,
it may actually delay gratification. Some RPGs I’ve seen are actually designed
to never truly be over because of the different quests one can take.
Bottom
line is parents need to be aware of what their children are being exposed to
whether it’s video games, television, music, etc. And if they don’t approve or
they see the type of effect the exposure has, restrict their access. I know it’s
easier said than done but better to attempt to do something than face the
questions later. I can think of a few examples where my mom didn’t approve of
what was on T.V. and restricted it but we still watched it when she was gone. It is easier today than it was 30 years ago
to set parental controls to ensure that children follow their parents’ viewing
restrictions. Unfortunately, we live in a fallen where evil will always exists
and we need to be diligent. No solution is going to completely solve the problems,
Individuals who have predisposition for violence will find other outlets and
enact violence on others. Video games have been in American home since 1975
with the popularity of Atari and I think they are here to stay.
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