Video game content rating system

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    INTRODUCTION Video games are played by people of all age ranges, from pre-schoolers to retired adults. The content of these games have been anywhere from educational, racing, to controversial violence. Violence in video games have become a highly politicized issue for players, parents, and legislators. There has been growing concern that playing violent video games will cause an increase in aggression and violent behavior in players (Ferguson 2007). Topics discussed in this paper will be the process and the effectiveness of the ESRB rating system. The behavioral effects, both positive and negative that are caused by playing violent video games. All of this information will be pertinent to the end goal of establishing whether or not there is…

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    that is common with children is that children play video games. In fact, over 90 percent of children play video games in some form and that figure is even higher, at 97%, when only considering children ages 12-17 (APA). Many modern video games are not designed for children. Some are designed and marketed solely for adults. These games often contain much more mature themes and have content that is unsuitable for children. This unsuitable content can include violence, language, sexuality,…

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    Although previous research has shown that violent video games have a potential to stimulate violent behavior, violent video games played online are more likely to inspire aggression than those played offline. Jack Hollingdale, a psychologist from the University of Sussex, and Tobias Greitemeyer, a psychologist from the University of Innsbruck, investigated four groups of people that played the violent video game Call of Duty: Modern Warfare either online or offline and the neutral video game…

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    Rise Of Cyberbullying

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    mediation in preventing it. When pertaining to cyberbullying, restrictive mediation is use of devices that restrict content and websites the child can be exposed to (Mesch 388-389). Co-viewing does not apply well to cyberbullying, as there is a lowered chance of children viewing the media that they are being cyberbullied on in front of their parents, let alone commit the act of cyberbullying in front of them. Active mediation (called “evaluative mediation” by Mesch) presents a discussion on…

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    Due to the fact that video game addiction has many of the same similarities with other addictions such as preoccupation, withdrawal symptoms, compulsions, and escapism, gamers can easily become fully immersed in the video game world. One study conducted by Jason C. Northrup at St.Mary’s University in Texas, examined the effects of gaming on married couples. Through interviews, surveys, and questionnaires, Northrup was able to analyze the negative social effects of gaming on marital…

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    Video games have existed since the late 1950s, but they only became a part of modern culture in the1980s. Since then, games have underwent huge changes, yet they still face the same troubles as they did back in the day. There is this idea that playing a video game, particularly a violent one, makes you violent. There are many other claims that video games produce effects on the human mind, such a detachment to reality, or the tendency to commit crimes, even nonviolent ones. However, video games…

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    Headshots: Violent video game and the targeting of our children The proliferation of violent subject matter in marketing and entertainment is nothing new. Mass media and its deluge of blood soaked mechanisms have long served as a form of entertainment for consumers in search of a release from their mundane lives. Multi-national corporations plot ways to hype their newest video game to consumers hungry for a more realistic experience. Game studios produce hyper-violent fairytales where humans…

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    Negative effects of Video gaming Introduction Video games have become one of the most common forms of entertainment over the recent past. This has been enabled by the advancement in technology and increased use of computer as well as digital technology(McLean& Griffiths, 2013). There are many video games created and distributed all over the world through the internet or media that enables many people to play them over computers and other enabled gadgets such as mobile phones. People of…

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    The electronic game industry also known as the video game industry is the economic sector involved with the development, marketing, and sales of video games. The big gaming industry companies include Microsoft, Sony, and Nintendo. In 2014, there were more than 135 million games sold with sales revenue of $22 billion in the U.S. The data shows the average gamers is 35 years old, with 44 percent being female. Around 155 million Americans regularly play video games, with each household having an…

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    In the 2000s, online games became increasingly popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. “The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help” (Internet and Computer Addiction 2015). Internet Gaming Addiction is a modern-day psychological disorder that experts say is becoming more and more…

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