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Example research essay topic: Play Video Games Popular Culture - 1,332 words

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In todays society someone is always to blame but oneself. Violent and / or sexual based games have been blamed for misbehavior of todays youth. A persons behavior is rooted in his or her personality, which is mentioned in chapter 7. I agree with the author in saying that it is up to the parents to decide what video games the child plays. Video games have been around for many years now.

It really is somewhat of a sub culture. Game genres are action, adventure, fighting, role playing, racing, sports, puzzle, and simulation. These various types can be played on home systems, computers, or hand held devices. Either way it goes, video games are here to stay in pop culture. Game designers, publishers and manufactures will continue to produce games, but some oppose to the content of current titles. Recently the National Institute on Media and the Family did a study showing that 87 percent of youths in grades 4 through 12 play video games, and only about 50 percent of parents understand the rating system that reflects the content of the games, says Lisa Porteus.

Parents are so quick to blame movies and videogames for the unacceptable behavior in their children. They believe that too much violence is a negative influence and their child might act these games out. About eleven years ago the ESRB or Entertainment Software Board was established. According to the official site, ratings are designed to provide information about video and computer game content, so you can make informed purchase decisions. ESRB ratings have two parts: rating symbols suggest age appropriateness for the game, and content descriptors indicate elements in a game that may have triggered a particular rating and / or may be of interest or concern. These rating include Early Childhood, Everyone, Everyone 10 +, Teen, Mature, Adults Only, and Pending.

There are also content deciphers which include Alcohol, Animated Blood, Blood, Blood and Gore, Cartoon Violence, Comic Mischief, Crude Humor, Drug Reference, Edutainment, Fantasy Violence, Informational, Intense Violence, Language, Lyrics, Mature Humor, Mild Violence, Nudity, Partial Nudity, Real Gambling, Sexual Themes, Sexual Violence, Simulated Gambling, Some Adult Assistance May Be Needed, Strong Language, Strong Lyrics, Strong Sexual Content, Suggestive Themes, Tobacco Reference, Use of Drugs, Use of Alcohol, Use of Tobacco, Violence, and finally Game Experience May Change During Online Play. All of these rating and extensive deciphers have explanations for consumers and parents alike. All videogames are required to have the rating on the front and the deciphering on the back. Any advertisement is required to have them also.

This organization also suggests that parents take the time to look at ratings as well as look into games themselves. In my opinion, your surroundings, people and the things you interact with on a daily basis impact your behavior to a certain extent. I believe ones behavior has more emphasis on personality because, once personality has begun to form it becomes an independent force that may play a dominant role in its own future development and in the adjustment of the individual to the total environment (Colander and Hunt, p. 143). The games alone, if at all, cause people to act in such ways.

It is also recommended that parents ask their children why he or she wants to play such games. A child might says that, I just want to see stuff blow up! whereas a teenager might reply with, Well at least Im doing it for real. The majority of gamers play certain games because they find them fun and interesting.

Just because you play M rated games doesnt necessarily mean you want to go about causing harm to others. The distinguishable between right and wrong needs to be established in the home. Chances are the child will remember these teachings later on in life and be able to establish an understanding of his or her own. Video games are created to entertain and not teach ill ways. A parent can even participate in one of the games to get a better understanding.

In reality the parent are patrons of movies of the same nature. Im sure parents who also play or played video games when younger are more acceptable of their children playing games. I dont think a child wants to be subjected to just educational games, or what the ESRB calls edutainment. Aside from personality, a persons surroundings or environment tend to have more of a direct link than video games. Its highly doubtful that video games unlock some sort or secret message in the brain when played. Granted, everyone is different so in someones mind that might be the reason.

Then, if a person said, video games made me do it doesnt mean thats true. He or she can be lying to try and get off the hook. People need to look at all aspects aside from videogames. I see video games as more of a way to vent frustration and socialize with friends rather than a mean machine. Randy Schroeder states that, claims have been made for the beneficial effects of video game playing, which include increased levels of concentration, eye-hand coordination, manual dexterity and strategic thinking. The most generous claim is for video games as teachers of new literacies [and] a positive correlation between the mental processes needed to play video games and the cognitive structures needed to perform successfully in postindustrial societies.

in Popular Culture (p. 143). Schroeder goes on to explain that, the potential problem with video-game culture and the simulation theories that describe it is not, then, an actual leakage of the play space, but an electronically induced amnesia. Video games do not teach the wrong ethics, they teach that ethics are superfluous: only the game counts, and the game can be started over and over again. This looping recursive world is fine if we remember that its existence is confined to a play space. But in virtual reality we may be tempted to forget. And if immersive media, as increasingly "real" environments, teach us to forget the parameters of plate problem is to maintain a "structuralist" critique of a medium that increasingly threatens post-structuralist collapse, for if the world itself becomes a play space, then accountability and ethics drop out.

There are no more consequences, except the need to push restart. (p. 143) This is an excellent point because it bring to realization that it is up the person to separate reality from fantasy. Getting caught in fantasy in general is not too good of an idea. Gamers generally are fully aware of the play space and that life has no restart button. There rarely is just one cause to social problems. If the government starts putting too many restrictions on games it will feel like a freedom is being taken away. Video games are like a freedom of speech.

Many long hours, millions of dollars and hard work are put into these. Game developers make what they know and think people will like. Violence itself is bad, but simulated violence is fun. An example of a positive outcome of a violence video games are military combat simulators. Right now the US Army has a few games designed to help soldiers practice combat skills and improve combat techniques. This has turned out to be very beneficial to the military.

In conclusion violent and sexual based video games do not have a direct influence on causing violent behavior. Ones behaviors are linked to personality which can and has been influenced by prior and current surroundings. Games are meant to be fun but not to be taken to the extreme. Works Cited Colander, David C. , and Elgin Hunt.

Social Science: An Introduction to the Study of Society. 12 th ed. Boston: Pearson, 2005. ESRB < web > Porteus, Lisa. Ratings Detail Sex and Violence in Video Games. Fox News. 18 Dec. 2003 <" web ">. Schroeder, Randy.

Play space Invaders: Huizinga, Baudrillard and Video Game Violence. Journal of Popular Culture. 30. 3 (1996): 143.


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Research essay sample on Play Video Games Popular Culture

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