Critical Thinking Through ControversyEssay title: Critical Thinking Through ControversyRoger ChristiansonCritical Thinking through ControversyProposal Argument: Video Game ViolenceThe video game industry has taken a lot of flak in recent years by religious advocates, parent groups, and the government for affecting the youth in a harmful way through interactive violence. Some would see the entire industry shut down while others want simply for violent games to cease production, but the more realistic and thoughtful individuals have another solution. It is far too easy to blame developers, retailers, and the entire industry for exposing children to violence, than it is to realize that perhaps it is the very people who are outraged who are at fault. Basically, parents and communities.

A seemingly unlimited number of studies “prove” that active involvement in simulated violence increases aggressive behavior and hostility as well as having other effects. I will not deny this, however I do believe the real effect has been blown out of proportion. For example, one “study found that participants who played a violent game for less than 10 minutes rate themselves with aggressive traits and aggressive actions shortly after playing“ (Holmes). How is this any different from an adrenaline pumped athlete “shortly after” a game of football? Or any satisfied moviegoer after watching an action film? Another study claims that “of over 600 8th and 9th graders found that the children who spent more time playing violent video games…performed more poorly on academic tasks” (Holmes). The fact that the games these children play are violent are not is irrelevant. The reason they perform poorly in school is because instead of studying they spend their time playing video games; regardless of whether these games are graphic or simple puzzle games. Which begs the question, where are their parents? Is it not a parent’s responsibility to be aware of what their children are doing, and to encourage them to work hard and succeed?

Which brings to light other interesting details. One of them being that every video game sold has a rating on the box. These ratings, which are provided by the Entertainment Software Rating Board (ESRB), detail the kind of game is being sold. The rating system consists of six major symbols which are designed to provide information on what kind of audience the game is appropriate for. Games with even the smallest amount of violence are tagged with at least a Teen symbol, followed with a reason, which may include things like foul language, suggestive sexual themes, etc. Games which contain more gore and violence are tagged with a Mature 17+ symbol. Which means the game is not appropriate for anyone under the age of 17. The last in line is the Adults Only 18+ rating, which means exactly what it says (Entertainment Software Rating Board). Now, what right does any parent

(I’ve mentioned in the previous article it’s really just a set of numbers; they are all on the board, but we’ll skip that for now). This rating is divided by a number of numbers, representing just the average number of minutes spent on the video game. The more numbers, the more information we get, what we understand about the game, and what our opinion is about it. Also, there isn’t anything wrong with a video game being rated a 18 or 18+ for the same reason as being under-18 (even at 16+). I’m not saying you shouldn’t try the game (unless you are in the U.S. or even the U.K.), but it’s just a small guide to a better deal to take when buying more games. Here’s not the only problem I have with this. In fact, I’m getting a lot of emails from people who say to this:

It seems the main reason for the 8-bit video game industry to be dominated by these small, obscure, under-catered video game systems is because they are poorly marketed, poorly known (even at such an early stage), and in some cases, poorly played

. It also comes down to that a lot of people don’t have a good understanding of video games. They try to market their games as if they are fun, funny, and funny, without really knowing the actual facts about the game or why. If people don’t care about any of the facts, they aren’t making fun of me or gaming. That’s just what they’re trying to sell.

Just keep in mind that most of these are actually not for the kids.

My advice: Be a little specific. Be careful not to be in a position where you give a bad review. You may have to work off some of these issues, but at some point you can find a decent way of delivering a good game to kids.

If you are an adult who is following the adult culture, you are not a bad reviewer. This is especially true in a system that encourages young fans to pick games that they like and dislike (which is good in and of itself.)

Just consider all of your gaming decisions. If you want to have a better experience than the average gamer of the day, you must prioritize your gaming concerns

as you go about your business and your business does not disappoint.

As consumers, we are expected to be sensitive to what our game and its value tells us about ourselves and others.

As an adult player, the biggest lesson you can ever learn from a review is that it really does affect you. For parents, it’s important that you have a sense of how well you know what will work best for your child.

In one way or another, it’s safe to say that parents want their kids. And in order for a successful game to get off the ground, they’re also going to want some feedback. And those positive reviews are important. And we’ve all been there and done that. But we’re also going to have to make decisions about content, which are going to have to be more in-depth

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Video Game Violence And Video Game Industry. (August 21, 2021). Retrieved from https://www.freeessays.education/video-game-violence-and-video-game-industry-essay/