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Video Game Violence

 

These people also believe that by establishing a rating system with "M" for mature; will prohibit children from buying these games (Ryan 1). This is simply not true, .
             "In a test using subjects aged 13 to 15, with parental consent, 32 video games rated "M" for mature were purchased in 7 different cities. These subjects were instructed to give their appropriate age if asked by retailers. None of the subjects were prevented from purchasing "M" rated games because of their age" (Ryan 2).
             "The FTC studied the marketing strategies of 118 video games rated "Mature" found that 60 of them targeted children under 17"(FTC report qtd. in Ryan 4). "In a "sting" performed by the Attorney General's staff: their study found that 85% of the children, aged 13 to 16, that were sent out to purchase "Mature" rated video games were able to do so" (FTC report qtd. in Ryan 4). .
             This study shows that children are being able to purchase these video games without the consent of the parent, which also shows that parents aren't being responsible for what video games their children are playing.
             John Sherry, a professor at Purdue University claims that of the 27 studies he found, outcomes were mixed. In some instances there was no effect on aggressiveness, .
             while other studies showed moderate effects. There was a trend for the more violent games to have bigger effects, but none of the effects would be called dramatic (Sherry 1-2). A test conducted by Wired Magazine revealed that "the cognitive aggression test did reveal a higher measured aggression from those who played the violent game than from .
             those who played the non-violent game. The same test reveals higher aggression in male subjects" (Wired qtd. in Brown 4). This test shows that video game violence does have an aggressive effect on people, and that males tend to show higher aggression when playing violent video games than females do. "The cognitive aggression test measures the speed at which participants could read aloud words on a computer screen.


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