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Violent
Video Games Are Not Acceptable or Desirable
By
Meneleo Olavides
Local Setting:
Video
games, particularly video games with violent and sexual themes, are very popular
in the
“It has led to teachers, parents and other concerned organizations and people continuously clamoring for a tighter clamp over online gaming… They mainly protest how this trend is becoming a cause of distraction among students from their studies.” (Panis, 2007)
“The reports complain of students frequenting cafés not to research but to commit truancies in order to pursue the gaming compulsion gripping them” (Panis, 2007).
These
complaints, however, are more or less inclined towards economic and academic
concerns of parents and teachers for their students. There
were also instances when violence in video games was tackled by some
cause-oriented organization that consequently requested authorities to ban
minors from playing video games in public game shops (
In general, the acceptability or desirability of video games in the local context primarily hinges on the economic and academic implications of video games
Due to
financial constraints, not all Filipinos can afford to play video games.
Many cannot afford to buy expensive video game consoles and PCs or even
to pay rental fees at online video game shops.
The price of video game software in the market is also expensive even if
it is an unauthorized copy. Furthermore,
these video games software requires expensive hardware platforms in order to run
efficiently. Installing the program
also requires technical knowledge and skills from their user.
The extravagant cost involve in acquiring a personal video game has led
most video game enthusiasts to just play at the arcades rather than to dole out
large amount of money for an expensive personal video game package.
Although the arcade provides cheaper alternative for video game players,
the amount of money that they spend on their diversion still cuts through their
meager budget and limited allowances.
Along
with the growing popularity of video games in the
American
or Western Setting:
In
the West, studies done about violence in video games are enormous and debates
whether violent video game playing promotes aggressive behavior or not are
currently ongoing and seem to be unending.
“After
40+ years of research, one might think that debate about media violence effects
would be over. An historical examination of the research reveals that debate
concerning whether such exposure is a significant risk factor for aggressive and
violent behavior should have been over years ago… But the development of a new
genre—electronic video games—reinvigorated the debate.” (Bushman &
Anderson, 2001, p.1)
The
new debate frequently generates more heat than light.
The
answer to the problem requires more than just simple opinion and observation,
but rather more rigorous meta-analysis of empirical data to conclude the issue
one way or the other. It would be
presumptuous to conclude right away that there is a link between violent video
game playing and increased aggression without accomplishing first the necessary
steps and requirements to support such conclusion.
Many cause oriented groups and individuals had already attempted to
conclude the matter through logical arguments and rigorous laboratory
experiments, but their works had only add-up to the ever-increasing volume of
information that provides NO final conclusion.
“Other
studies produce results that are rather ambiguous, and thus subject to
interpretation. It’s part of human
nature that researchers often would interpret ambiguous results as more
supportive of their hypotheses than these results actually are.” (Callaham,
2007)
The
only logical approach that can be deduced as of the moment to assert that
violent video games are not acceptable is based on the fact that video games are
“RATED”.
Rating
Video Games:
Rating
video games was adopted by the video game industry itself as a way of warning
consumers that certain video games are not suitable for children or minors.
It is in keeping with the same precautions applied to TV, movies, and
other consumable media content products, like books, magazines, and websites
with viewer/reader sensitive contents.
“Currently,
the rating system used to describe the content of video games is a system
designed by a self-regulatory body. The
Entertainment Software Rating Board (ESRB) is a self-regulatory body established
in 1994 by the Entertainment Software Association (ESA).
ESRB independently applies and enforces ratings, advertising guidelines,
and online privacy principles adopted by the industry.” (About ESRB, 2003)
Rating
video games is a sort of compromise reached between the public and the video
game industry in order to give leeway to video games with violent and sexual
themes. By coming up with a standard
rating system, video game companies can still sell any of their video game
products at the discretion of the buying public.
Since not all adults wish to play violent games, just as not all of them
enjoy violent movies, they should (still) be free to do so if they wish (Don’t
shoot, 2007).
Two
Occurrences Why Violent Video Games are NOT Acceptable or Desirable:
With
the occurrences of horrible school shooting rampages committed by youths who
were later identified as violent video game fanatics in the
“Perhaps
he would no longer retreat to video
games and playing basketball alone the way he did at home.
Perhaps college might crack the mystery of who he was, extract him from
his suffocating cocoon and make him talk.” (Kleinfield, 2007, p.2)
Recommendations:
Not
until a final conclusion resolving the issue of whether violent video game
playing promotes aggressive behavior or not have been reached and officially
acknowledged, violent video games will remain to be labeled as NOT acceptable or
desirable for the time being. This
labeling is already being accomplished through the rating standard adopted by
the video game industry. Assumptions
and bias would have to be set aside in order to objectively address the issue
and come up with a definite final conclusion.
Parents and authorities also plays crucial role in the successful
implementation of the rating system by being aware and updated to current
trends. Like any other forms of
consumable media content products, the unacceptability of violent video games
now depends upon the guidance of informed individuals.
“Thus it is a matter of personal choice, as with any other media, that becomes the key: one should be very careful with what kind of thoughts one fills the mind with, whether they are coming from the video game, tv, movies, the internet, or any other kind of program.” – Shadyfellow, 2007
Aldrich,
M. (2005, June 7). Industry, critics,
disagree on threat posed by video games. Retrieved September 22, 2008, from http://archives.umc.org/interior.asp?ptid=2&mid=8633.
Anderson,
C. A. (2003, October). Violent video games: myths, facts, and unanswered
questions. Psychological Science Agenda,
16, 5, 1-19.
Retrieved September 22, 2008, from http://sites.google.com/a/upou.edu.ph/mms-100-final-projects/topic-1.
Arteche-Valenton,
J. (2008, July 14). Banning sale, rental
of violent video games to minors pressed. Retrieved September 22, 2008, from
http://www.congress.gov.ph/press/details.php?pressid=2442.
Bushman,
B. J., & Anderson, C. A. (2001). Media
violence and the American public: scientific facts versus media misinformation. American
Psychologist, 56, 477-489.
Callaham,
J. (2007, February 19). Video game
violence studies interview. Retrieved September 22, 2008, from http://www.firingsquad.com/news/newsarticle.asp?searchid=14385.
Caoili,
E. (2007, June 24). Toys “ARRRR” Us:
piracy in the
Don’t shoot the messenger.
(2007, January 28). Retrieved September 22, 2008, from http://www.financialexpress.com/news/Dont-shoot-the-messenger/190996/0.
Epand,
V. (2008, September 15). Research studies
on the violence within video games. Retrieved September 22, 2008, from http://www.free-find-articles.com/articledetail.php?artid=60535&catid=269&title=Research+Studies+On+The+Violence+Within+Video+Games.
Insert coin: part 5-violence in video
games. (2008). Retrieved September
22, 2008, from Metacafe database: http://www.metacafe.com/watch/452175/insert_coin_part_5_violence_in_video_games/.
Kleinfield,
N. R. (2007, April 22). Before deadly
rage, a life consumed by a troubling silence. Retrieved September 22, 2008,
from New York Times database: http://www.nytimes.com/2007/04/22/us/22vatech.html?pagewanted=1&adxnnl=1&adxnnlx=1222191268-KmRwNUfzqBDJCiAbitevuA.
Panis,
R.J. (2007, November 14). Game on: the
state of Philippine gaming. Retrieved September 22, 2008, from http://www.philippinenews.com/article.php?id=1334.
Recent school shootings.
(2007). Retrieved September 22, 2008, from http://www.wkyc.com/news/news_article.aspx?storyid=75856.
School shootings.
(2008). Retrieved September 22, 2008, from http://topics.nytimes.com/top/reference/timestopics/subjects/s/school_shootings/index.html.
Shadyfellow.
(2007, November 11). Violent video games.
Retrieved September 22, 2008, from http://www.freewaregames.net/myblog/post/2007/11/Violent-Video-Games.aspx.
Torrevillas,
D. M. (2007, September 27). Video games.
Retrieved September 22, 2008, from Philstart database: http://www.philstar.com/index.php?p=60&type=2&sec=24&act=view&aid=20070926198.