MEDICINE AND THE MEDIA Violence in E-Rated Video Games
نویسندگان
چکیده
CREATED IN 1994, THE ENTERtainment Software Rating Board (ESRB) rates video games according to the categories listed in the BOX and using content descriptors, which game manufacturers display on the game box to inform consumer choices. Analogous to the G rating of films, the E rating (for “Everyone”) of video games suggests suitability for all audiences, but the E rating does not mean violence-free. Studies on children’s use of various media document the popularity of video games as a major source of entertainment. A recent study found that 70% of children (age, 2-18 years) live in homes that have at least 1 video game console, 33% of children have video game consoles in their bedrooms, and 30% of children in the study played video games the previous day. Children in the study reported playing video games for20min/donaverage, although older children (age, 8-18 years) accounted for most of this use (average, 27 min/d), with boys spending significantly more time playing video games than girls and white children playingvideogames for significantly less time than black or Hispanic children. Unfortunately, little information exists about the ratings and genres of the games that children play as a function of their age, sex, family income level, and ethnicity, although some differences in preferences exist. Overall, children appear to play relatively more games in the action, adventure, and sports genres, but this may simply reflect the types of games available. The health implications of exposure to video games and other media with violent content remain uncertain, but considerable concern about the potential impacts of children experiencing media violence exists within the broad medical community. Although several recent studies repeat concerns about the content of video games and the marketing of violent
منابع مشابه
Violence in teen-rated video games.
CONTEXT Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. OBJECTIVE To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons ...
متن کاملAssociations between Electronic Media Use and Involvement in Violence, Alcohol and Drug Use among United States High School Students
OBJECTIVE We identified associations between time spent watching television and time spent playing video or computer games or using computers and involvement in interpersonal violence, alcohol and drug use in a nationally representative sample of United States high school students. METHODS We analyzed data from the 2007 national Youth Risk Behavior Survey. Exposure variables were time spent w...
متن کاملThe impact of electronic media violence: scientific theory and research.
Since the early 1960s, research evidence has been accumulating that suggests that exposure to violence in television, movies, video games, cell phones, and on the Internet increases the risk of violent behavior on the viewer's part, just as growing up in an environment filled with real violence increases the risk of them behaving violently. In the current review this research evidence is critic...
متن کاملFactors correlated with violent video game use by adolescent boys and girls.
PURPOSE To compare the video and computer game play patterns of young adolescent boys and girls, including factors correlated with playing violent games. METHODS Data collected in November/December, 2004 from children in grades 7 and 8 at two demographically diverse schools in Pennsylvania and South Carolina, using a detailed written self-reported survey. RESULTS Of 1254 participants (53% f...
متن کاملVideo games and real-life aggression: review of the literature.
Concern about violent video games has been widely expressed [1–3]. A professor of military science has asserted that some games are “very definitely enabling violence” in a way analogous to training programs used by the military and police agencies [4, p. 315]. Also, violent video games have been suggested as a contributing factor in recent school shootings by adolescent males who played violen...
متن کامل