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Video Games

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Video Games
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Abstract
The controversy surrounding the violent nature of video games forms part of the never-ending debates in the modern society. In the wake of violent school attacks, shootings, and strategies, video games have often been blamed for instigating aggressive behavior that encourages violence. Games such as GTAV have been criticized mainly for their narcissism, violence, racism, and sexism. However, it is vital to note that these games entail moral lessons in the end. For instance, GTAV characters loathe their horrible acts and break away from violence at the end of the game. When compared to other forms of media, video games are highly interactive. They provide players with complete control over the actions of characters, unlike movies whereby viewers remain passive. The interactivity associated with these games is often blamed for the aggression and violence that players may exhibit. Although many countries utilize game rating systems to control access to inappropriate content for young populations, the modern proliferation of the internet works against these regulations. Children and teenagers can easily access these games from online outlets that do not pay much attention to censorship requirements. Administrative enforcers should enforce in-built universal safety standards that will regulate the different aspects of technology.
Keywords: Video games. GTAV, violence, sexism, aggression, internet, regulation  

Video Games
GTAV is a highly misunderstood game despite its depiction of aggressive, sexual, and violent content.

Wait! Video Games paper is just an example!

Although it entails live scenes from Hollywood’s most distinguished crime and mob dramas, GTAV is not meant to stimulate crime, hate, sexism, or racism. The sexist and racist language used in the game elaborates the storyline and portrays real issues in the modern society. I consider it appropriate content in video games as that which portrays real happenings in the community. The game does an excellent job of capturing the narcissism, self-loathing, and hatred that bleeds through the world of crime (Morris, 2013). While GTAV involves shocking, horrible acts of drug abuse, sex, and murder, the characters loathe their actions and break away from crime in the end.
Despite being part of the most enjoyed and common aspects of leisure today, video games entail a lot of controversy regarding their influence on behavior, aggression, and language. It is worth to note that the World Health Organization added gaming behavior to its formal list of mental well-being illnesses due to its adversity. Gaming behavior qualifies as challenging if it interferes in other areas of people’s lives significantly (Bavelier, 2012). Critics of video games suggest direct links with violence and aggression, especially in the wake of tragic events such as school shootings.
Video games are desired to be interactive for people to immerse themselves in the world of play. Unlike movies where people ride along with the characters, video games provide the players with complete control. The interactivity associated with these games allows players to control the actions of characters as opposed to being passive participants.
Many countries utilize game rating systems on video games to censor inappropriate content from reaching young audiences. However, the increasing prominence of the internet has resulted in the current generation disregarding the policy on these games as a means to keep their children contented or keep up with the current trends and culture (Bavelier, 2012). Today, children and teenagers can easily access these games from online outlets with little concern and censorship regarding the appropriateness of content. Since technology is surpassing the current laws and procedures concerning gaming content, in-built legally universal safety standards should be enforced on different aspects of technology are necessary.

References
Bavelier, D. (2012). Your brain on video games. TED. September 22, 2018. Retrieved from https://www.ted.com/talks/daphne_bavelier_your_brain_on_video_games?language=en
Morris, C. (2013). New ‘Grand Theft Auto’ finds new ways to outrage critics. CNBC. September 22, 2018. Retrieved from https://www.cnbc.com/2013/09/19/new-grand-theft-auto-finds-new-ways-to-outrage-critics.html

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