Critical Thinking Through Controversy
By: Monika • Research Paper • 759 Words • December 11, 2009 • 879 Views
Essay title: Critical Thinking Through Controversy
Roger Christianson
Critical Thinking through Controversy
Proposal Argument: Video Game Violence
The video game industry has taken a lot of flak in recent years by religious advocates, parent groups, and the government for affecting the youth in a harmful way through interactive violence. Some would see the entire industry shut down while others want simply for violent games to cease production, but the more realistic and thoughtful individuals have another solution. It is far too easy to blame developers, retailers, and the entire industry for exposing children to violence, than it is to realize that perhaps it is the very people who are outraged who are at fault. Basically, parents and communities.
A seemingly unlimited number of studies “prove” that active involvement in simulated violence increases aggressive behavior and hostility as well as having other effects. I will not deny this, however I do believe the real effect has been blown out of proportion. For example, one “study found that participants who played a violent game for less than 10 minutes rate themselves with aggressive traits and aggressive actions shortly after playing“ (Holmes). How is this any different from an adrenaline pumped athlete “shortly after” a game of football? Or any satisfied moviegoer after watching an action film? Another study claims that “of over 600 8th and 9th graders found that the children who spent more time playing violent video games…performed more poorly on academic tasks” (Holmes). The fact that the games these children play are violent are not is irrelevant. The reason they perform poorly in school is because instead of studying they spend their time playing video games; regardless of whether these games are graphic or simple puzzle games. Which begs the question, where are their parents? Is it not a parent’s responsibility to be aware of what their children are doing, and to encourage them to work hard and succeed?
Which brings to light other interesting details. One of them being that every video game sold has a rating on the box. These ratings, which are provided by the Entertainment Software Rating Board (ESRB), detail the kind of game is being sold. The rating system consists of six major symbols which are designed to provide information on what kind of audience the game is appropriate for. Games with even the smallest amount of violence are tagged with at least a Teen symbol, followed with a reason, which may include things like foul language, suggestive sexual themes, etc. Games which contain more gore and violence are tagged with a Mature 17+ symbol. Which means the game is not appropriate for anyone under the age of 17. The last in line is the Adults Only 18+ rating, which means exactly what it says (Entertainment Software Rating Board). Now, what right does any parent