Research Proposal

The Video Gamers with mental sickness are the ones responsible for performing such violent actions in public, not the violent video games themselves. It’s a good thing though that people who sell video games in stores, such as GameStop and Wal-Mart notifies the buyers not just the game is rated, but what the games contains so the buyers with mental illness would think twice before they even buy it. If these people still want to play these games that badly, then it’s best for them to consult their doctor, so they won’t have any problems with their mental illness, before playing these game (Adachi).

Aside from some the violent games popularity, such as Mortal Kombat, “The ESRB ratings work: 85% of parents understand the system.” is about since 1994 when the ESRB Rating System was created due to extreme violence and blood in video games (Agnello).

There may be many games that contain violent content, which actually has far more violence than the games itself are been from not just being sold to the U.S., but to some foreign countries as well, but technically not all of them however. The level of violent crime in foreign markets is significantly less than it is in the U.S., mostly concentrated on the individual’s background, such as understanding the cause of any crime through the accessibility of weapons and other factors. Even though over 90% of parents are around when their children are both buying and playing games from stores, such as Game Stop, 10 largest video game markets global have yet to find any connections between gaming consumption and gun-related deaths. There is also no scientific research that validates a link between gaming and violence, not even some researchers could even identify the link either. (

Everyone have the freedom to use video games, no matter the violence it contains. There are people are against violent video games, because of how it may mentally affect their children. (Flanagan)

The ESRB Rating System is doing its job with people cooperating to the young gamers and their parents of both the age ratings to know the kids’ age level and the content descriptors to know what contents are going to be in the game, aside from a certain age to be reached before playing. This may also prevent the children from even accessing the mature content without parental approval, while simultaneously providing the parents with information on what certain games those are appropriate for their kids to play (Kain). People who played violent video games did not show increase their anti-social behavior, people who play prosocial games that are not as violent, these individuals are reported to be more cooperative. (Schlafly)

It’s highly recommended that parents should find the evidence of that one links between violent behavior and violent video games; don’t just wait until it arrives to them, because it may be too late for both them and their children. (Spelman) Parents should really do in order to keep watch of their children if they were to be playing violent video games. Parents should really be involved in this because it’s their children and they should know what video games and make sure that they’re allowed to play or not. (Walsh)

 

 

 

 

 

 

 

 

 

Adachi P, Hodson G, Willoughby T, Blank C, Ha A. From Outgroups to Allied Forces: Effect of Intergroup Cooperation in Violent and Nonviolent Video Games on Boosting Favorable Outgroup Attitudes. Journal Of Experimental Psychology: General [serial online]. March 2016;145(3):259-265. Available from: PsycARTICLES, Ipswich, MA. Accessed February 18, 2016.

 

Agnello, Anthony John. “The ESRB ratings work: 85% of parents understand the system.” 14 Feb. 2013. Web. 24 Sept. 2015.

Entertainment Software Association “Essential Facts about Games and Violence,” 2013. Web. 19 Sept. 2015.

Flanagan, Jack. “Violent Video Games Promote Antisocial Behaviors.” Violent Video Games. Ed. Roman Espejo. Farmington Hills, MI: Greenhaven Press, 2015. At Issue. Rpt. from “It’s True: Violent Video Games Turn You Into a Jerk.” The Kernel (30 Jan. 2014). Opposing Viewpoints in Context. Web. 18 Feb. 2016.

 

Kain, Eric. “Violent Video Games Do Not Cause Violence.” Violent Video Games. Ed. Roman Espejo. Farmington Hills, MI: Greenhaven Press, 2015. At Issue. Rpt. from “The Truth About Video Games and Gun Violence.” Mother Jones (11 June 2013). Opposing Viewpoints in Context. Web. 18 Feb. 2016.

Schlafly, Andrew L.”Game Over for Childhood? Violent Video Games as First Amendment Speech,” Rutgers Computer & Technology Law Journal, Fall 2012.

 

Spelman, Paul B., et al. “The Video Games Rating System Is Effective.” Violent Video Games. Ed. Roman Espejo. Farmington Hills, MI: Greenhaven Press, 2015. At Issue. Rpt. from “Brief of the Cato Institute as Amicus Curiae Supporting Respondents.” (Sept. 2010). Opposing Viewpoints in Context. Web. 19 Sept. 2015.

Tear, Morgan J., and Mark Nielsen. “Failure To Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior.” Plos ONE 8.7 (2013): 1-7. Academic Search Premier. Web. 19 Sept. 2015.

Teitell, Beth “Violent Video Games Put Parental Judgment to Test,” Boston Globe, 7 Jan. 2013.

 

Walsh, D., Gentile, D., Walsh, E. & Bennett, N. (2008). Video games cause aggressive and violent behavior in youths. In L. Almond (Ed.), School Violence (81-90). Detroit: Thomson Gale.

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