Should we prohibit minors from purchasing video games that portray graphic violence ? Melody Bratton Justin Kelly Devin Rice Objectives Definition of Graphic Violence History of Video Games Today’s Video Game Market Regulatory Boards Rates and Trends of Gaming Adolescent Video Game Use
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The visual depiction of serious injury to living creatures, actual or virtual, including aggravated assault, decapitation, dismemberment, death, or sexual violence.
Postal 2 portray graphic violence
First video system
First video games
First violent game
Death Race 2000 was pulled from shelves due to public outcry of the violence.
Video Game Rating System portray graphic violence
Early Everyone Teen Mature Adults Ratings
Childhood Only Pending
Animated Blood - Discolored and/or unrealistic depictions of blood
Blood - Depictions of blood
Blood and Gore - Depictions of blood or the mutilation of body parts
Cartoon Violence - Violent actions involving cartoon-like situations and characters. May include violence where a character is unharmed after the action has been inflicted
Fantasy Violence - Violent actions of a fantasy nature, involving human or non-human characters in situations easily distinguishable from real life
Intense Violence - Graphic and realistic-looking depictions of physical conflict. May involve extreme and/or realistic blood, gore, weapons, and depictions of human injury and death
Mild Violence - Mild scenes depicting characters in unsafe and/or violent situations
Sexual Violence - Depictions of rape or other sexual acts
Strong Lyrics - Explicit and/or frequent references to profanity, sex, violence, alcohol, or drug use in music
Violence - Scenes involving aggressive conflict
Advertising Review Council portray graphic violence
What are the effects of video games upon children? portray graphic violence
Source: National Institute on Media and the Family Meta-Analytical Research (con’t)
The least hostile children who play a lot of violent video games are more likely to be involved in fights than are most hostile children
who do not play violent video games.
We should expect video games to have an even greater impact for the following reasons:
…even if children with more problematic behavior are simply more likely to prefer violent games, playing such games is not likely to improve behavioral problems. These children may, in fact, be more vulnerable to adverse influence because of preexisting behavioral problems…recent reports linking school violence with electronic game-playing merit careful study (Funk, Buchman, & Germann, 2000)
Based upon the scientific research that shows a correlation between increased aggression and playing violent video games, we contend that, in the best interest of minors, legislation should be in place that restricts the purchasing of video games portraying graphic violence to minors under the age of 17.