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The Depiction of Violence in Video Games

Essay by   •  October 26, 2011  •  Essay  •  1,111 Words (5 Pages)  •  1,468 Views

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The industry of video games have drastically changed since their creation in the 1970s. Video games have become one of the most popular forms of entertainment among young adult. The gaming industry has blossomed from a simple basic game to a online phenomenon where players can play active roles with realistic voices and imagery. Video games originally used for the sole purpose to entertain, has shifted to producing military training games. The gaming industry has been criticized of frequently using violent languages and images to promote video game sales to children. The gaming industry claims that it does not market violent behavior in their advertisements, and that a rating system should provide a clear choice of what to buy and what not to buy for their children. Video games have also become a important part of military training programs. Although some advertisements depict some acts of violence, parents should be taking responsibility to monitor the rating system of the video games before they buy violently explicit games. The uneasy relationship between video games and war have been a controversial topic since the Gulf War (Stahl 112).

War-themed video games "ushered in a boom of sales", after the attack of the World trade center and in the heat of the wars in Afghanistan and Iraq (Stahl 118). Today, video games are dominated by first person shooter games. From the famous "Call of Duty" games, to "Halo", and "Battlefield." First shooter games like these titles are a lucrative part of the gaming industry. These first person shooter games are judged by gamers on their game play in combat, and the video games graphic capability to make the game the look realistic compared to actual combat. Video games have also become a lucrative part of the military recruitment. America's Army released at the Los Angeles Electronic Entertainment Exposition became the army's main focus for recruitment with its release in 2003 (Stahl 122). Critics question the games depiction of violence. Creators of the game have created this game with limited act of violence, and quick to point out to critics that the game provides parental controls, turning the game from all gun fighting to laser tag. In doing so, the creators have protected the game from having a stronger rating and protects the game from any of kind of "reactionary criticism" (Stahl 124).

Parents and legislators are concerned that the gaming industry is marketing its games, using violent advertising strategies that to their thinking is going to lead children to live violent life's. The ESRB (Entertainment Software Rating Board) rates every game provided on their usage of violence. The response of the gaming industry is that parents should pay closer attention to the rating system to protect their children from violent behavior that the parent does not permit. A national survey stated that 74% of entertainment software users are well educated, and have attend some college or have obtained some kind of degree (Anders 270). The national survey also concluded that 89% of video games are purchased by adults (Anders 271). This survey provides clear information that parents should pay more attention to ratings before purchasing games for their children.

Ads for video games can be found just about everywhere; on the television, in magazines, and the Internet. The gaming industry has been accused of marketing games rated "Everyone" and marketing these games with unnecessary violent content.

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