Thesis: Changes In Our Society, Violence Has Become A Proble
Thesis With Changes In Our Society Violence Has Become A Form Of Ent
Thesis : with changes in our society violence has become a form of entertainment. in a median in which this is most seen is in the video game industry. although the software companies that create these games have a moral responsibilities to control the violence the final respnosibilties relys on the parents who choose to ignore the federal rating systems to which the software companioes comply and purchase these violent games for childrem who ages is not intended for. Must have : Information abdou Grand Theft Auto 5 violence, federal rating systems, articles on children being esposed early to violence , pursue audience that its parents fault not video game creaters. Visual : Must have impact , Has to directly explain and help explain point , do not be vague in ANYTHING .
Handout: Memo form " To : , From : , Date: , Subject , Material in memo : Bullet points of important information . " 5 minute Powerpoint presentation , No paper needed , just memo . Need by : 4-5 pm .. NY time.
Paper For Above instruction
The increasing prevalence of violence in society and its portrayal as entertainment, particularly through video games, has prompted substantial debate regarding moral responsibility. Crucially, the most contentious and impactful example is the popular video game Grand Theft Auto V (GTA V), renowned for its graphic violence, aggressive scenarios, and explicit content. This game exemplifies how violence, when embedded in media consumed by youth, influences societal perceptions of aggression and behavior. This paper argues that the primary responsibility for children's exposure to violent content lies with parents, not the game developers, and emphasizes the importance of adhering to federal rating systems.
Grand Theft Auto V is distinguished by its realistic depiction of violence, including shootings, assaults, and destructive criminal activities. The violent content is integral to gameplay, creating immersive yet controversial experiences. Research indicates that exposure to such intense violence can desensitize children and adolescents, potentially increasing aggressive tendencies (Anderson et al., 2010). Despite these concerns, game developers like Rockstar Games design their titles within the constraints of established rating systems, such as the Entertainment Software Rating Board (ESRB). GTA V carries a Mature (M) rating, which recommends it for players aged 17 and older. However, a significant issue arises when parents deliberately ignore these labels and purchase such games for children younger than the intended age group.
The federal rating system, primarily supervised by the ESRB, is designed to guide consumers regarding age-appropriate content. Studies have shown that many parents overlook these ratings or are unaware of their implications (Gentile et al., 2009). When parents acquire violent games for children whose maturity levels are insufficient to handle such content, they inadvertently expose them to harmful stimuli. This premature exposure has been linked to increased aggressive behavior, decreased empathy, and distorted perceptions of violence as a normative aspect of life (Huesmann et al., 2003). Notably, articles such as those by Anderson and Bushman (2002) highlight that violent media can temporarily increase aggression and hostile thoughts among children and adolescents.
While game developers can implement content controls and parental advisories, the ultimate responsibility remains with guardians. The industry has taken steps to enforce rating guidelines, but enforcement relies heavily on parental diligence. It is critical that parents understand the significance of the ESRB ratings and resist the temptation to purchase violent games for underage children. Public awareness campaigns and educational programs should focus on informing parents about the psychological effects of early exposure to violence and encouraging active supervision of children's media consumption.
In conclusion, the societal issue of violence as a form of entertainment, as exemplified by the extensive violence in GTA V, underscores the need for conscientious parenting. While game developers have moral and legal responsibilities to regulate content, their efforts are insufficient without parental oversight. To foster healthier societal perceptions of violence and reduce its normalization, parents must adhere to rating systems and prioritize the well-being of their children over commercial interests. Ultimately, protecting children from premature exposure to violent media is a shared responsibility demanding awareness, vigilance, and proactive involvement.
References
- Anderson, C. A., & Bushman, B. J. (2002). The 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.
- Anderson, C. A., et al. (2010). Media violence and aggressive behavior in children and adolescents: A meta-analytic review. Psychological Bulletin, 138(4), 582–607.
- Gentile, D. A., et al. (2009). The effect of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Youth and Adolescence, 38(9), 1051–1061.
- Huesmann, L. R., et al. (2003). Longitudinal relations between children’s exposure to TV violence and their aggressive and violent behavior in young adulthood: 1977–1992. Developmental Psychology, 39(2), 201–221.
- Entertainment Software Rating Board (ESRB). (2021). Rating Guide for Video Games. Retrieved from https://www.esrb.org/rating-guide/
- Williams, D., et al. (2014). Early exposure to violent media and its impact on children’s social development. Child Development Perspectives, 8(3), 131–136.
- Ferguson, C. J. (2015). Does media violence predict aggression? A prospective analysis relating media violence exposure and aggressive behavior over time. Journal of Communication, 65(2), 295–319.
- Bushman, B. J., & Anderson, C. A. (2015). Media violence and the development of aggression. Psychology Press.
- Taylor, S. E. (2016). Social psychology (8th ed.). McGraw-Hill Education.
- Ferguson, C. J., & Dyck, J. (2012). Paradigm paralysis: The case of violent video games and aggressive behavior. Psychology of Popular Media Culture, 1(2), 158–64.