Concerning The Video Game Call Of Duty
Concerning The Video Game Call Of Duty
Concerning the video game "Call of Duty" Write a 2100- to 2450-word paper that analyzes the arguments for and against the censorship of the video game you selected. Include the following: · Describe the concept and game-play of the video game. · Identify the main arguments for and against censoring the video game. · Explain the artistic, commercial, and ethical considerations behind each argument. · Explain whether the video game should be censored or not censored and on what grounds. · Explain who is responsible for censorship or, if the video game should not be censored, who is responsible for the potential effect of the content.
Paper For Above instruction
The "Call of Duty" franchise is one of the most popular and critically recognized series of first-person shooter video games in the world. Known for its intense gameplay, realistic graphics, and immersive storytelling, it simulates military combat scenarios across different eras and theaters of war. This essay explores the concept and gameplay of "Call of Duty," examines the central arguments surrounding its censorship, and analyzes the artistic, commercial, and ethical considerations involved. Ultimately, it discusses whether the game warrants censorship and who holds responsibility for its content and potential societal effects.
Introduction to Call of Duty
"Call of Duty" is a renowned series developed primarily by Infinity Ward, Treyarch, and Sledgehammer Games that offers players a realistic depiction of military combat. The game-play is centered on first-person shooter mechanics, with players engaging in missions that span various historical periods, including World War II, Modern Warfare, and futuristic conflicts. The gameplay emphasizes tactical combat, teamwork, and strategic usage of weapons, often including violent combat sequences, intense firefights, and scenarios involving violence against human characters. The franchise's appeal lies in its immersive experience, high-quality graphics, and compelling narratives that often depict the brutal realities of war.
Arguments for Censorship of Call of Duty
Supporters of censorship argue that "Call of Duty" contains content that is potentially harmful, especially for younger audiences. They contend that exposure to graphic violence, realistic portrayals of warfare, and depictions of death and injury might desensitize players to violence and normalize aggressive behavior (Anderson & Bushman, 2001). Moreover, critics worry that such content might influence impressionable viewers or exacerbate societal issues related to violence and aggression.
From an artistic perspective, critics argue that the graphic and realistic depictions of violence serve the artistic intention of portraying the horrors of war. However, proponents of censorship believe that such intense realism may cross ethical boundaries concerning the depiction of trauma and suffering. Commercially, there is concern that violent content might alienate certain audiences or lead to government restrictions, potentially impacting sales and the franchise's reputation (Funk & Buchman, 2013).
Ethically, many argue that the game trivializes violence or blurs the line between entertainment and real-world suffering. Lawmakers and advocacy groups have called for age restrictions, content warnings, or outright bans on certain violent scenes, emphasizing the moral responsibility to protect vulnerable populations, especially children (Gentile & Anderson, 2003).
Arguments against Censorship of Call of Duty
Opponents of censorship highlight artistic freedom and the importance of realistic depictions of war, emphasizing that "Call of Duty" serves as a form of artistic expression that simulates real-world conflicts with authenticity. They argue that the game provides educational and historical insights, fostering an understanding of military history, tactics, and the complexities of war (Baker, 2018).
From a commercial standpoint, censoring content could limit the game's market appeal, reduce sales, and undermine the franchise's reputation among mature audiences who seek authentic and adrenaline-pumping experiences. Additionally, players often argue that violence in games is a reflection of real societal issues, and censorship might suppress meaningful conversations about war and human conflict.
Ethically, advocates for free expression contend that players are capable of distinguishing between game content and real violence. They stress personal responsibility over governmental or institutional censorship, arguing that suppressing content infringes upon creative freedom and individual choice (Griffiths & Nuyens, 2017).
Artistic, Commercial, and Ethical Considerations
From an artistic viewpoint, "Call of Duty" aims to deliver immersive and realistic depictions of warfare, which increases the emotional impact and educational value of the game. Restricting this artistic expression through censorship could diminish its authenticity and diminish the creator’s intent.
Commercially, the franchise's success hinges largely on its ability to appeal to a mature audience that appreciates high-quality graphics and intense gameplay. Over-censorship could alienate core consumers and diminish sales, especially in markets with less restrictive content regulations. However, it might also open doors to broader markets if content is tailored to younger or more sensitive audiences (Johnson et al., 2019).
Ethically, balancing creative freedom with societal responsibility is challenging. While artistic and economic interests promote minimal censorship, societal concerns about the impact of violent content on vulnerable populations urge caution and regulation. Policymakers and content creators must navigate these complex ethical waters carefully.
Should Call of Duty Be Censored?
The decision to censor "Call of Duty" hinges on various factors, including the target audience, cultural norms, and legal regulations. Given its mature content and realistic depiction of violence, the game should be subject to age restrictions and content warnings rather than outright censorship. These measures can protect impressionable players while respecting artistic and commercial interests (Funk et al., 2016).
Considering that the game operates within legal frameworks that permit violent content for adults, censorship should be minimal and focused on responsible distribution rather than content suppression. The responsibility should rest primarily on publishers and retailers to enforce age restrictions, while game developers should consider the ethical implications of their realism.
Furthermore, policymakers should foster education and parental controls to mitigate potential adverse effects. Voluntary rating systems, such as ESRB and PEGI, play a vital role in informing consumers and protecting minors from exposure to excessive violence.
Responsibility for Censorship and Content Effects
If censorship occurs, it typically falls on government bodies, regulatory agencies, or platform providers who enforce content standards. Developers and publishers also bear responsibility for how their content is classified and presented. However, if the game is not censored, the onus shifts to parents, educators, and society at large to guide and regulate exposure.
It is essential to recognize that video games like "Call of Duty" reflect complex societal themes and narratives. Consequently, society bears collective responsibility for understanding the potential impacts of violent media, promoting media literacy, and fostering resilience among susceptible populations (Huesmann et al., 2003).
Ultimately, a balanced approach involving responsible industry practices, informed regulation, and societal awareness offers the most ethical and practical solution to managing violent content in video games.
Conclusion
"Call of Duty" exemplifies the tension between artistic freedom, commercial interests, and societal responsibility. While its realistic depiction of warfare raises legitimate ethical concerns and warrants responsible regulation, outright censorship may undermine artistic expression and individual freedoms. The optimal approach involves targeted age restrictions, content warnings, and fostering media literacy, ensuring that consumers are aware of the content without compromising creative integrity. Responsibility for content effects lies collectively with developers, regulators, and society, emphasizing the importance of collaborative efforts to navigate this complex issue.
References
- Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353–359.
- Baker, A. (2018). The educational value of military-themed video games. Journal of Media Studies, 45(2), 123–138.
- Funk, J. B., & Buchman, D. D. (2013). Violence in video games and real-world aggression: Review and implications. Developmental Review, 33(2), 215–233.
- Funk, J. B., et al. (2016). Media violence and aggression: Theories, effects, and implications. American Psychologist, 71(8), 665–677.
- Gentile, D. A., & Anderson, C. A. (2003). Violent video games: The impacts on aggression, empathy, and prosocial behavior. Journal of Youth and Adolescence, 32(1), 11–21.
- Grittiths, M., & Nuyens, F. (2017). The psychology of video game violence. Psychology & Media, 4(2), 116–130.
- Huesmann, L. R., et al. (2003). Long-term effects of violent media on aggression. Psychological Science, 14(8), 759–765.
- Johnson, S., et al. (2019). Market responses to violent video game censorship. International Journal of Digital Media, 15(3), 45–58.
- Lee, K., & Lee, S. (2020). The impact of violent video games on adolescent development. Asian Journal of Social Psychology, 23(3), 232–246.
- Ng, K., & Wang, X. (2021). Media regulation and the law: A review of violent content restrictions. Journal of Media Law & Ethics, 8(1), 20–35.